Civ4UnitInfos: Difference between revisions

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The '''Civ4UnitInfos''' XML file controls data related to individual units: for example, a unit's strength value or hammer cost.  There are also more detailed options, affecting things like transport capability, prerequisites, and other complex features.
The '''Civ4UnitInfos''' XML file controls data related to individual units: for example, a unit's strength value or production cost.  There are also more detailed options, affecting things like transport capabilities, prerequisites, and other complex features.


All tags must be opened and closed; the first is the 'open', the second the 'closed' 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.
All tags must be opened and closed; the first is the 'open', the second the 'closed' 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.


== Header Tags ==
<font color=red>This page is missing information.
Do not remove this notice until it is complete.</font>


{| class="wikitable" border="1" style="text-align:left" cellpadding="5"
 
==Tags==
=== Headers ===
 
These tags typically bracket other tags, sometimes the entire file, and are generally used to specify more than one piece of data.
 
{| border="1" style="text-align:left" cellpadding="3" cellspacing="0"
|-
|-
! Tag !! Usage
! style="background:#efefef;" | Tag Name
! style="background:#efefef;" | Description
|-
|-
! UnitInfos
! Capture
| This begins and ends the file. Everything must go in between these two, or it will not work.
| Either NONE, or the unit which the unit turns into when captured.
|-
! UnitInfo
| Each different unit's data is enclosed in a seperate tag like this.
|-
|-
! Class
! Class
| The class as defined in CIV4UnitClassInfos.xml. Class is the thing that holds, say, a Swordsman and a Praetorian together; each civilisation can only have one of each class.
| The class as defined in CIV4UnitClassInfos.xml. Class is the thing that holds, say, a Swordsman and a Praetorian together; each civilization can only have one of each class.
|-
! Type
| The name of the unit; which must be unique
|-
! UniqueNames
| Only ever a closing tag. Just put it in, OK?
|-
! Special
| Should be NONE unless it comes under a heading in CIV4SpecialUnitInfos.xml; in which case write that.
|-
! Capture
| Either NONE, or the unit which the unit turns into when captured
|-
|-
! Combat
! Combat
| The combat, out of UNITCOMBAT_MELEE, UNITCOMBAT_ARCHER, UNITCOMBAT_MOUNTED, UNITCOMBAT_GUN, UNITCOMBAT_SIEGE, UNITCOMBAT_NAVAL, UNITCOMBAT_AIR and UNITCOMBAT_HELICOPTER of the unit - used to determine bonuses in combat.
| The combat type, out of UNITCOMBAT_MELEE, UNITCOMBAT_ARCHER, UNITCOMBAT_MOUNTED, UNITCOMBAT_GUN, UNITCOMBAT_SIEGE, UNITCOMBAT_NAVAL, UNITCOMBAT_AIR and UNITCOMBAT_HELICOPTER of the unit - used to determine bonuses in combat & defense.
|-
|-
! Domain
! Domain
| DOMAIN_ - then AIR, SEA or LAND
| DOMAIN_ - then AIR, SEA or LAND.
|-
|-
! DefaultUnitAI
! DefaultUnitAI
Line 40: Line 33:
|-
|-
! Invisible
! Invisible
| Either NONE (either meaning not invisible or completely invisible, see below) or INVISIBLE_STEALTH or INVISIBLE_SUBMARINE
| Either NONE (either meaning not invisible or completely invisible, see below) or INVISIBLE_STEALTH or INVISIBLE_SUBMARINE.
|-
|-
! SeeInvisible
! SeeInvisible
| Either NONE or a category of invisibility above. Means that the unit can see all units with this type of invisibility
| Either NONE or a category of invisibility above. Means that the unit can see all units with this type of invisibility.
|-
! Special
| Should be NONE unless it comes under a heading in CIV4SpecialUnitInfos.xml; in which case write that.
|-
! Type
| The name of the unit; which must be unique.
|-
|-
! UnitInfo
| Each different unit's data is enclosed in a seperate tag like this.
|-
! UnitInfos
| This begins and ends the file. Everything must go in between these two, or it will not work.
|-
! UniqueNames
| Can be used to make the same unit have seperate names. kinda the same as cities. Can either contain text or a text tag
|}
|}


== Text Tags ==


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


{| class="wikitable" border="1" style="text-align:left" cellpadding="5"
{| border="1" style="text-align:left" cellpadding="3" cellspacing="0"
! Description
|-
| Either text or a key from the text files. The name displayed for the unit.  
! style="background:#efefef;" | Tag Name
! style="background:#efefef;" | Description
|-
! AdvancedStartCost
| The cost in points of the unit on Advanced Start.
|-
! AdvancedStartCostIncrease
| Affects the cost in points of the unit on Advanced Start.
|-
|-
! Civilopedia
! BonusType
| As above for the Civiliopedia entry
| The resource needed to build this unit.
|-
|-
! Strategy
! Flavors
| As above for the Sid's Tips, also displayed above the Civilopedia entry
| The 'flavours' of the unit - these relate to leader behavior in the AI.
|-
|-
! Advisor
! HolyCity
| Almost always ADVISOR_MILITARY; the rationale that the game gives for reccomending the unit.
| If not NONE, then it is the Holy City needed to build the unit.
|}
 
== Boolean Tags ==
 
All of these can either be 1 (on) or 0 (off)
 
{| class="wikitable" border="1" style="text-align:left" cellpadding="5"
|-
|-
! Tag !! Usage
! HurryCostModifier
| Impacts the Gold Hurry cost of the unit.
|-
|-
! bAnimal
! MinAreaSize
| The unit is an animal; the Barbarian State controls it, it can spring from anywhere and it cannot enter cultural borders.
| Minimal number of water squares needed nearby to build sea vessels (20 for all sea units except Work Boats).
|-
|-
! bFood
! Moves
| A city does not generate food while building this unit
| The number of movement points that the unit has.
|-
|-
! bNoBadGoodies
! PrereqBonuses
| When this unit is entering a Tribal Village, the villagers will never be hostile
| Used as a list tag to enclose BonusType tags.
|-
|-
! bOnlyDefensive
! PrereqBuilding
| This unit cannot attack other units
| Either NONE, or the building needed in a city to build this unit.
|-
|-
! bNoCapture
! PrereqCorporation
| This unit cannot capture cities
| Either NONE, or the corporation needed in a city to build this unit.
|-
|-
! bQuickCombat
! PrereqReligion
| ALways 0; not sure what it actually does
| Either NONE, or the religion needed in a city to build this unit.
|-
|-
! bRivalTerritory
! PrereqTech
| Can explore rival territory
| Either NONE, or the technology that you need to build this unit.
|-
|-
! bMilitaryHappiness
! ProductionTraits
| Counts as a Military Unit in the eyes of the rabble
| The leader traits which affect production of this unit, along with the value.
|-
|-
! bMilitarySupport
! ReligionType
| Costs money to maintain as part of your military, affected by Pacifism and the like.
| For units, always NONE.
|-
|-
! bMilitaryProduction
! StateReligion
| Counts as a military unit for production bonuses/penalties
| If not NONE, the State Religion needed to build this unit.
|-
|-
! bPillage
! TechTypes
| Can pillage enemy tiles
| Used as a list tag to enclose PrereqTech tags.
|}
 
 
=== Text ===
 
{| border="1" style="text-align:left" cellpadding="3" cellspacing="0"
|-
|-
! bSpy
! style="background:#efefef;" | Tag Name
| Is a spy
! style="background:#efefef;" | Description
|-
|-
! bSabotage
! Advisor
| Should only be 1 in Vanilla or Warlords; can Sabotage Production
| Almost always ADVISOR_MILITARY; the rationale that the game gives for reccomending the unit.
|-
|-
! bDestroy
! Civilopedia
| Should only be 1 in Vanilla or Warlords; can Destroy Improvement
| As above for the Civiliopedia entry.
|-
|-
! bStealPlans
! Description
| Should only be 1 in Vanilla or Warlords; can Steal Plans
| Either text or a key from the text files. The name displayed for the unit.
|-
|-
! bInvestigate
! Help
| Should only be 1 in Vanilla or Warlords; can Investigate City
| Optional. A text that can include some more information to display. The text is specified in any of the Assets\XML\Text files.
|-
|-
! bCounterSpy
! Strategy
| Should only be 1 in Vanilla or Warlords; can Perform Counterespionage
| As above for the Sid's Tips, also displayed above the Civilopedia entry.
|}
 
 
=== Integers ===
 
All of these tags have a numerical value.  Though it sometimes can be negative, it usually is not.
 
{| border="1" style="text-align:left" cellpadding="3" cellspacing="0"
|-
|-
! bFound
! style="background:#efefef;" | Tag Name
| Can found a city
! style="background:#efefef;" | Description
|-
|-
! bGoldenAge
! iAirCombat
| Counts as a Great Person to start a Golden Age
| The unit's base strength for Air Units.
|-
|-
! bInvisible
! iAirCombatLimit
| Is invisible to all units
| Max amount of damage (in percent) able to be inflicted on enemy units when air striking.
|-
|-
! bFirstStrikeImmune
! iAirRange
| Is immune to all First Strikes
| The range at which an air unit it can operate or the range at which a ground unit can attack.
|-
|-
! bNoDefensiveBonus
! iAirUnitCap
| Does not receive defensive bonuses
| The number of air unit capacity slots the unit takes up -- should be 1 for most, if not all, air units.
|-
|-
! bIgnoreBuildingDefense
! iAIWeight
| Ignores defensive bonuses from enemy buildings, like Walls and Castles
| The preference given by the AI to this unit, generally for Unique Units.
|-
|-
! bCanMoveImpassible
! iAnimalCombat
| If the unit is a Submarine, it can go under Ice.
| The percent bonus that the unit gets against Animals, in attack and defense.
|-
|-
! bCanMoveAllTerrain
! iAsset
| Can move across all terrain
| Affects the AI's behaviour towards it in some way.
|-
|-
! bFlatMovementCost
! iBaseDiscover
| Pays a flat movement cost to enter all terrain
| The basic rate at which the unit researches technologies.
|-
|-
! bIgnoreTerrainCost
! iBaseHurry
| Ignores movement penalties from terrain
| Amount of production in a city the unit can hurry.
|-
|-
! bNukeInnume
! iBaseTrade
| Takes no damage from enemy nukes
| The basic amount of money that the unit makes from a Trade Mission.
|-
|-
! bPrereqBonuses
! iBombardRate
| Needs the mentioned resources to be built (can be NONE)
| The rate at which a unit Bombards a city.
|-
|-
! bPrereqReligion
! iBombRate
| Needs the mentioned religion to be built (can be NONE)
| The damage that a unit does when carrying out an Air Bomb mission.
|-
|-
! bMechanized
! iCargo
| Not sure what this does - used for all land units in a vehicle
| The number of units that the unit can carry.
|-
|-
! bSuicide
! iChanceFirstStrikes
| Kills itself upon attacking, like a Kamikaze in the Defence mod
| The number of First Strike Chances that the unit has.
|-
|-
! bHiddenNationality
! iCityAttack
| Bears no marking of nationality
| The percent bonus that the unit gets when attacking cities.
|-
|-
! bAlwaysHostile
! iCityDefense
| Can attack enemy units without declaring war, and can be attacked without triggering a war. All nations treat it as an enemy unit.
| The percent bonus that the unit gets when defending cities.
|}
 
All List tags consist of an opening/closing tag, then each entry is in another tag which is the same as the main tag take away the s.
 
== List Tags ==
{| class="wikitable" border="1" style="text-align:left" cellpadding="5"
|-
|-
! Tag !! Usage
! iCollateralDamage
| The amount of collateral damage (in percent) that the unit deals.
|-
|-
! UnitClassUpgrades
! iCollateralDamageLimit
| The Classes of unit to which this unit upgrades
| The maximum amount of collateral damage that the unit can deal.
|-
! UnitClassTargets
| '''Not sure what this one does'''
|-
|-
! UnitCombatTargets
! iCollateralDamageMaxUnits
| Does whatever UnitClassTargets does, but is directed at a particular combat
| The greatest number of enemy units that the unit can inflict collateral damage on.
|-
|-
! UnitClassDefenders
! iConscription
| '''Not sure what this one does'''
| The number of this unit that can be drafted.
|-
|-
! UnitCombatDefenders
! iCombat
| Does whatever UnitClassDefenders does, but is directed at a particular combat
| The unit's base strength.
|-
|-
! FlankingStrikes
! iCombatLimit
| All unit classes against which the unit gets a Flank Attack
| Percentage that tells how much damage a unit can give out before retreating.
|-
|-
! UnitAIs
! iCost
| Inside here go the methods which the AI uses to command this unit. It dictates the roles which the unit is good for.
| The cost in hammers of the unit.
|-
|-
! NotUnitAIs
! iCultureGarrison
| As UnitAIs, but for the tasks which the AI will never consider the unit for.
| The suppression value of a unit while garrisoned in a rebelling city.
|-
|-
! Builds
! iDiscoverMultiplier
| For all the things that the unit can build on tiles; but not wonders that it can build in cities.
| Affects the rate at which the unit researches technologies.
|-
|-
! ReligionSpreads
! iDropRange
| Put the religions which the unit can spread here, if it is a missionary.
| The range at which the unit can 'jump'/paradrop from a friendly city.
|-
|-
! CorporationSpreads
! iEspionagePoints
| Put the Corporations which the unit can spread here, if it is a CEO.
| Used for Spy Units (ex. Great Spy) - the number of espionage points the unit can generate when infiltrating an enemy city.
|-
|-
! GreatPeoples
! iEvasionProbability
| If the unit can settle in a city, put the type of specialist it becomes here.
| For air and parachute units; the odds of evading interception.
|-
|-
! Buildings
! iExtraCost
| The buildings which the unit can construct in a city.
| Affects the upkeep (in gold per turn) of the unit; ex. a value of 1 equals +1 gold per turn cost.
|-
|-
! ForceBuildings
! iFirstStrikes
| '''Not sure what this does'''
| The number of automatic First Strikes that the unit has.
|-
|-
|}
! iGreatWorkCulture
 
| The amount of culture that the unit generates with a Great Work.
== Prerequisite Tags ==
 
{| class="wikitable" border="1" style="text-align:left" cellpadding="5"
|-
|-
! Tag !! Usage
! iHillsAttack
| The percent bonus that the unit gets when attacking hills.
|-
|-
! HolyCity
! iHillsDefense
| If not NONE, then it is the Holy City needed to build the unit
| The percent bonus that the unit gets when defending hills.
|-
|-
! ReligionType
! iHotKeyPriority
| For units, always NONE.
| <font color=red>Not sure what this does.</font>
|-
|-
! StateReligion
! iHurryMultiplier
| If not NONE, the State Religion needed to build this unit
| Multiplier of the above.
|-
|-
! PrereqReligion
! iInterceptionProbability
| Either NONE, or the religion needed in a city to build this unit
| The percent odds a unit has of intercepting an enemy unit within range trying to carry out an air mission.
|-
|-
! PrereqCorporation
! iLeaderExperience
| Either NONE, or the corporation needed in a city to build this unit
| The amount of experience this unit gives to units in the same stack when leading as a warlord; used for Great Generals.
|-
|-
! PrereqBuilding
! iNukeRange
| Either NONE, or the building needed in a city to build this unit
| The range at which the 'nuke' can be launched - missiles only.
|-
|-
! PrereqTech
! iOrderPriority
| Either NONE, or the technology that you need to build this unit
| Optional. <font color=red>Not sure what this does.</font>
|-
|-
! TechTypes
! iPower
| Used as a list tag to enclose PrereqTech tags.
| Affects the amount that the AI factors it into the equation when determining your military power.
|-
|-
! BonusType
! iTradeMultiplier
| The resource needed to build this unit.
| Affects the amount of money that the unit makes from a Trade Mission.
|-
|-
! PrereqBonuses
! iWithdrawalProb
| Used as a list tag to enclose BonusType tags.
| The percent withdrawal chance the unit has. Maximum Value is in GlobalDefines.xml
|-
|-
! ProductionTraits
! iWorkRate
| The leader traits which affect production of this unit, along with the value.
| The rate at which the unit improves tiles.
|-
|-
! Flavors
! iXPValueAttack
| '''The 'flavours' of the unit - not sure what they actually do'''
| The value, in Experience Points, that this unit is worth on the attack.
|-
|-
! iXPValueDefense
| The value, in Experience Points, that this unit is worth on the defense.
|}
|}


== Integer Tags ==
=== Boolean ===


{| class="wikitable" border="1" style="text-align:left" cellpadding="5"
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".
 
{| border="1" style="text-align:left" cellpadding="3" cellspacing="0"
|-
! style="background:#efefef;" | Tag Name
! style="background:#efefef;" | Description
|-
! bAltDown
| If 1, the hotkey for this unit must be used with Alt.
|-
! bAlwaysHostile
| Can attack enemy units without declaring war, and can be attacked without triggering a war. All nations treat it as an enemy unit.
|-
|-
! Tag !! Usage
! bAnimal
| The unit is an animal; the Barbarian State controls it, it can spring from anywhere and it cannot enter cultural borders.
|-
|-
! iAIWeight
! bCanMoveImpassible
| The preference given by the AI to this unit, generally for Unique Units.
| If set to 1, the unit can move through impassable terrain; ex. submarines moving through ice, helicopters moving through peaks.
|-
|-
! iCost
! bCanMoveAllTerrain
| The cost in hammers of the unit
| Can move across all terrain.
|-
|-
! HurryCostModifier
! bCounterSpy
| Impacts the Gold Hurry cost of the unit.
| Should only be 1 in Vanilla or Warlords; can Perform Counterespionage.
|-
|-
! AdvancedStartCost
! bCtrlDown
| The cost in points of the unit on Advanced Start.
| If 1, the hotkey for this unit must be used with Ctrl.
|-
|-
! AdvancedStartCostIncrease
! bDestroy
| Affects the cost in points of the unit on Advanced Start
| Should only be 1 in Vanilla or Warlords; can Destroy Improvements.
|-
|-
! MinAreaSize
! bFirstStrikeImmune
| '''Don't know what this does'''
| Is immune to First Strikes.
|-
|-
! Moves
! bFlatMovementCost
| The number of movement points that the unit has.
| Pays a flat movement cost to enter all terrain.
|-
|-
! bNoRevealMap
! bFood
| A boolean - if 1, the unit does not reveal any tiles except the one it is currently standing on
| The unit is produced with food as well as hammers; a city does not generate food while building this unit.
|-
|-
! iAirRange
! bFound
| Only for Air Units; the range at which it can operate
| Can found a city.
|-
|-
! iAirUnitCap
! bGoldenAge
| Should be 0
| Counts as a Great Person to start a Golden Age.
|-
|-
! iDropRange
! bHiddenNationality
| The range at which the unit can 'jump' from a friendly city
| Bears no marking of nationality.
|-
|-
! iNukeRange
! bIgnoreBuildingDefense
| The range at which the 'nuke' can be launched - missiles only
| Ignores defensive bonuses from enemy buildings, like Walls and Castles.
|-
|-
! iWorkRate
! bIgnoreTerrainCost
| The rate at which the unit improves tiles
| Ignores movement penalties from terrain.
|-
|-
! iBaseDiscover
! bInvestigate
| The rate at which the unit discovers new tiles
| Should only be 1 in Vanilla or Warlords; can Investigate City.
|-
|-
! iDiscoverMultiplier
! bInvisible
| Affects the rate at which the unit discovers new tiles
| Is invisible to all units.
|-
|-
! iBaseHurry
! bLineOfSight
| '''Don't know what this does'''
| Optional. Specifies if the unit can only reveal the content in the tiles in the direction he is facing.
|-
|-
! iHurryMultiplier
! bMechanized
| '''Don't know what this does''' - affects the hurry cost in some way.
| Likely affects the sounds played when selecting the unit or issuing it orders (i.e. mechanical noises as opposed to human voices).
Used for land units in a vehicle, air units, sea units, etc.
|-
|-
! iBaseTrade
! bMilitaryHappiness
| The basic amount of money that the unit makes from a Trade Mission
| Counts as a Military Unit in the eyes of the rabble; contributes to the "+happy for each military unit in a city" civic modifier.
|-
|-
! iTradeMultiplier
! bMilitaryProduction
| Affects the amount of money that the unit makes from a Trade Mission
| Counts as a military unit for production bonuses/penalties.
|-
|-
! iGreatWorkCulture
! bMilitarySupport
| The amount of culture that the unit generates with a Great Work
| Costs money to maintain as part of your military, affected by Pacifism and the like.
|-
|-
! iEspionagePoints
! bNoBadGoodies
| Used for Spies - not sure of the exact effect
| When this unit is entering a Tribal Village, the villagers will never be hostile.
|-
|-
|}
! bNoCapture
 
| This unit cannot capture cities.
== Miscellaneous Tags ==
 
{| class="wikitable" border="1" style="text-align:left" cellpadding="5"
|-
|-
! Tag !! Usage
! bNoDefensiveBonus
| Does not receive defensive bonuses.
|-
|-
! TerrainImpassables
! bNoRevealMap
| Types of terrain that the unit cannot enter - generally Ocean
| If 1, the unit does not reveal any tiles except the one it is currently standing on.
|-
|-
! FeatureImpassables
! bNukeInnume
| As above for terrain features - like Forests and Jungle
| Takes no damage from nukes.
|-
|-
! TerrainPassableTechs
! bOnlyDefensive
| With these technologies, the unit can enter the terrain defined in TerrainImpassables
| This unit cannot attack other units.
|-
|-
! FeatureImpassables
! bPillage
| With these technologies, the unit can enter the features defined in FeatureImpassables
| Can pillage improvements.
|-
|-
! iCombat
! bQuickCombat
| The unit's base strength
| Always 0 in vanilla BtS; if set to 1, presumably the unit never triggers the camera-angle change and other battle effects when combating another unit.
|-
|-
! iCombatLimit
! bRenderAlways
| Always 100 - purpose unclear
| Optional. Unknown usage.
|-
|-
! iAirCombat
! bRenderBelowWater
| The unit's base strength for Air Units
| Optional. Unknown usage.
|-
|-
! iAirCombatLimit
! bRivalTerritory
| Always 100 - purpose unclear
| Can explore rival territory.
|-
|-
! iXPValueAttack
! bPrereqBonuses
| The value, in Experience Points, that this unit is worth on the attack
| Needs the mentioned resources to be built (can be NONE).
|-
|-
! iXPValueDefense
! bPrereqReligion
| The value, in Experience Points, that this unit is worth on the defence
| Needs the mentioned religion to be built (can be NONE).
|-
|-
! iFirstStrikes
! bSabotage
| The number of automatic First Strikes that the unit has
| Should only be 1 in Vanilla or Warlords; can Sabotage Production.
|-
|-
! iChanceFirstStrikes
! bShiftDown
| The number of First Strike Chances that the unit has
| If 1, the hotkey for this unit must be used with Shift.
|-
|-
! iInterceptionProbability
! bSpy
| The odds an Air Unit has of intercepting an enemy trying to carry out a mission in the area.
| Is a spy.
|-
|-
! iEvasionProbability
! bStealPlans
| For air and parachute units; the odds of evading interception
| Should only be 1 in Vanilla or Warlords; can Steal Plans.
|-
|-
! iWithdrawalProb
! bSuicide
| The amount of Withdrawal Chance that the unit has
| Kills itself upon attacking, like a Kamikaze in the Defense mod.
|}
 
 
===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).
 
{| border="1" style="text-align:left" cellpadding="3" cellspacing="0"
|-
|-
! iCollateralDamage
! style="background:#efefef;" | Tag Name
| The amount of Collateral Damage that the unit does
! style="background:#efefef;" | Description
|-
|-
! iCollateralDamageLimit
! Builds
| The maximum amount of collateral damage that the unit can do; so the minimum Strength that the target can be at.
| For all the things that the unit can build on tiles; but not wonders that it can build in cities.
|-
|-
! iCollateralDamageMaxUnits
! Buildings
| The greatest number of enemy unit that the unit can inflict damage on
| The buildings which the unit can construct in a friendly city.
|-
|-
! iCityAttack
! CorporationSpreads
| The bonus that the unit gets when attacking cities
| The Corporations which the unit can spread.
|-
|-
! iCityDefense
! FlankingStrikes
| The bonus that the unit gets when defending cities
| All unit classes against which the unit gets a Flank Attack.
|-
|-
! iAnimalCombat
! ForceBuildings
| The bonus that the unit gets against Animals, in attack or defence.
| The buildings the unit can construct in '''''any''''' city regardless of tech, building prerequisites, or other restrictions (ex: could construct a world wonder in multiple cities).
|-
|-
! iHillsAttack
! GreatPeoples
| The bonus that the unit gets when attacking hills
| If the unit can settle in a city, put the type of specialist it becomes here.
|-
|-
! iHillsDefense
! NotUnitAIs
| The bonus that the unit gets when defending hills
| As UnitAIs, but for the tasks which the AI will never consider the unit for.
|-
|-
! TerrainNatives
! ReligionSpreads
| '''List tag - not sure what it does'''
| The religions which the unit can spread.
|-
|-
! FeatureNatives
! UnitClassDefenders
| '''List tag - not sure what it does'''
| Unit defends first against the specified unitclass(es).
|-  
! UnitClassTargets
| Unit attacks first against the specified unitclass(es).
|-
|-
! TerrainAttacks
! UnitClassUpgrades
| Attack bonuses that the unit gets in different terrain
| The UnitClass(es) to which this unit upgrades.
|-
|-
! TerrainDefenses
! UnitCombatDefenders
| Defence bonuses that the unit gets in different terrain
| Unit defends first against the specified unitcombat type(s)
|-
|-
! FeatureAttacks
! UnitCombatTargets
| Attack bonuses that the unit gets in different features
| Unit attacks first against the specified unitcombat type(s)
|-
|-
! FeatureDefenses
! UnitAIs
| Defence bonuses that the unit gets in different features
| Inside here go the methods which the AI uses to command this unit. It dictates the roles which the unit is good for.
|-
|-
! UnitClassAttackMods
|}
| The bonuses/penalties that the unit gets against specific units in attack
 
=== Miscellaneous ===
 
{| border="1" style="text-align:left" cellpadding="3" cellspacing="0"
|-
|-
! UnitClassDefenseMods
! style="background:#efefef;" | Tag Name
| The bonuses/penalties that the unit gets against specific units in defence
! style="background:#efefef;" | Description
|-
|-
! UnitCombatMods
! BonusProductionModifiers
| The bonuses/penalties that the unit gets against different combats
| Resources that make the unit produce faster.
|-
|-
! UnitCombatCollateralImmunes
! DomainCargo
| The unit combats that this unit does not recieve collateral damage from
| The Domain (AIR, SEA, or LAND) of units that the unit can carry.
|-
|-
! DomainMods
! DomainMods
| The bonuses/penalties that the unit gets against Air, Sea or Land units
| The bonuses/penalties that the unit gets against Air, Sea or Land units.
|-
! FeatureAttacks
| Attack bonus(es) that the unit gets when attacking into different features.
|-
! FeatureDefenses
| Defense bonus(es) that the unit gets from within different features.
|-
! FeatureImpassables
| Used to specify terrain features (Jungle, Forest, etc.) that the unit is unable to enter.
|-
! FeatureNatives
| This affects the feature types animals spawn in.
|-
|-
! BonusProductionModifiers
! FreePromotions
| Resources that make the unit produce faster
| The promotions that this unit starts with.
|-
|-
! iBombRate
! HotKey
| The damage that a unit does when carrying out an Air Bomb mission
| Never used in the original game - it can be used to define a hotkey for the unit.
|-
|-
! iBombardRate
! LeaderPromotion
| The rate at which a unit Bombards a city
| Promotion that the unit gives to another unit when attached as a warlord; used in vanilla BtS for Great Generals.
|-
|-
! SpecialCargo
! SpecialCargo
| Any types of Special Unit that the unit can carry
| The type of SpecialUnit that the unit can carry.
|-
! TerrainAttacks
| Attack bonuses that the unit gets in different terrain.
|-
|-
! DomainCargo
! TerrainDefenses
| The Domains (AIR, SEA, or LAND) that the unit can carry.
| Defense bonuses that the unit gets in different terrain.
|-
|-
! iCargo
! TerrainImpassables
| The number of units that the unit can carry
| Used to specify terrain types (Ocean, Desert, etc.) that the unit is unable to enter.
|-
|-
! iConscription
! TerrainNatives
| The number of this unit that can be drafted
| This affects the terrain types animals spawn in.
|-
|-
! iCultureGarrison
! TerrainPassableTechs
| '''Don't know what this does'''
| With these technologies, the unit can enter the terrain defined in TerrainImpassables.
|-
|-
! iExtraCost
! UnitClassAttackMods
| Affects the cost of the unit
| The percent bonuses/penalties that the unit gets against specific UnitClasses in attack.
|-
|-
! iAsset
! UnitClassDefenseMods
| Affects the AI's behaviour towards it in some way.
| The percent bonuses/penalties that the unit gets against specific UnitClasses in defense.
|-
|-
! iPower
! UnitCombatCollateralImmunes
| Affects the amount that the AI factors it into the equation when determining your military power
| The UnitCombat(s) that this unit does not receive collateral damage from.
|-
|-
! UnitCombatMods
| The percent bonuses/penalties that the unit gets against different UnitCombat groups.
|}
|}


== Art Tags ==
 
=== Art ===
{| class="wikitable" border="1" style="text-align:left" cellpadding="5"
These tags are directly related to the rendering of art for the entry.
! iGroupSize
 
| The number of models in the unit  
{| border="1" style="text-align:left" cellpadding="3" cellspacing="0"
|-
! style="background:#efefef;" | Tag Name
! style="background:#efefef;" | Description
|-
! EarlyArtDefineTag
| From CIV4ArtDefinesUnit - what the unit looks like in-game during the early era(s).
|-
! FormationType
| The formation that the unit adopts.
|-
|-
! fMaxSpeed
! fMaxSpeed
| '''Not sure what this does'''
| <font color=red>Not sure what this does.</font> Perhaps the maximum speed at which the unit's animations play?
|-
|-
! fPadTime
! fPadTime
| '''Not sure what this does'''
| <font color=red>Not sure what this does.</font> Perhaps the amount of time (in seconds) inserted between certain animations?
|-
! iGroupSize
| The number of models in the unit; ex. 3 for a Warrior unit, 1 for a Jet Fighter unit.
|-
|-
! iMeleeWaveSize
! iMeleeWaveSize
| The number of models that engage in melee combat
| The number of models that engage in melee combat at once. Should never be greater than iGroupSize.
|-
|-
! iRangedWaveSize
! iRangedWaveSize
| The number of models that engage in ranged combat at once
| The number of models that engage in ranged combat at once. Should never be greater than iGroupSize.
! UnitMeshGroups
|-
| Holds the unit's art data
! LateArtDefineTag
| From CIV4ArtDefinesUnit - what the unit looks like in-game during the middle era(s).
|-
|-
! EarlyArtDefineTag
! MiddleArtDefineTag
| From CIV4ArtDefinesUnit - what the unit looks like in-game
| From CIV4ArtDefinesUnit - what the unit looks like in-game during the late era(s).
|-
|-
! FormationType
! UnitMeshGroups
| The formation that the unit adopts
| The ART_DEF tag for the unit's model/animation/etc information.
|-
|-
|}
|}


== Ending Tags ==


! HotKey
==Example==
| The button
<UnitInfo>
|-
  <Class>UNITCLASS_LION</Class>
<FormationType>FORMATION_TYPE_ANIMAL</FormationType>
  <Type>UNIT_LION</Type>
<HotKey/>
  <UniqueNames/>
<bAltDown>0</bAltDown>
  <Special>NONE</Special>
<bShiftDown>0</bShiftDown>
  <Capture>NONE</Capture>
<bCtrlDown>0</bCtrlDown>
  <Combat>NONE</Combat>
<iHotKeyPriority>0</iHotKeyPriority>
  <Domain>DOMAIN_LAND</Domain>
<FreePromotions/>
  <DefaultUnitAI>UNITAI_ANIMAL</DefaultUnitAI>
<LeaderPromotion>NONE</LeaderPromotion>
  <Invisible>NONE</Invisible>
<iLeaderExperience>0</iLeaderExperience>
  <SeeInvisible>NONE</SeeInvisible>
  <Description>TXT_KEY_UNIT_LION</Description>
  <Civilopedia>TXT_KEY_CONCEPT_ANIMALS_PEDIA</Civilopedia>
  <Strategy>TXT_KEY_UNIT_ANIMAL_STRATEGY</Strategy>
  <Advisor>NONE</Advisor>
  <bAnimal>1</bAnimal>
  <bFood>0</bFood>
  <bNoBadGoodies>0</bNoBadGoodies>
  <bOnlyDefensive>0</bOnlyDefensive>
  <bNoCapture>0</bNoCapture>
  <bQuickCombat>0</bQuickCombat>
  <bRivalTerritory>0</bRivalTerritory>
  <bMilitaryHappiness>0</bMilitaryHappiness>
  <bMilitarySupport>0</bMilitarySupport>
  <bMilitaryProduction>0</bMilitaryProduction>
  <bPillage>0</bPillage>
  <bSpy>0</bSpy>
  <bSabotage>0</bSabotage>
  <bDestroy>0</bDestroy>
  <bStealPlans>0</bStealPlans>
  <bInvestigate>0</bInvestigate>
  <bCounterSpy>0</bCounterSpy>
  <bFound>0</bFound>
  <bGoldenAge>0</bGoldenAge>
  <bInvisible>0</bInvisible>
  <bFirstStrikeImmune>0</bFirstStrikeImmune>
  <bNoDefensiveBonus>1</bNoDefensiveBonus>
  <bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
  <bCanMoveImpassable>0</bCanMoveImpassable>
  <bCanMoveAllTerrain>0</bCanMoveAllTerrain>
  <bFlatMovementCost>0</bFlatMovementCost>
  <bIgnoreTerrainCost>0</bIgnoreTerrainCost>
  <bNukeImmune>0</bNukeImmune>
  <bPrereqBonuses>0</bPrereqBonuses>
  <bPrereqReligion>0</bPrereqReligion>
  <bMechanized>0</bMechanized>
  <bSuicide>0</bSuicide>
  <bHiddenNationality>0</bHiddenNationality>
  <bAlwaysHostile>0</bAlwaysHostile>
  <UnitClassUpgrades/>
  <UnitClassTargets/>
  <UnitCombatTargets/>
  <UnitClassDefenders/>
  <UnitCombatDefenders/>
  <FlankingStrikes/>
  <UnitAIs>
      <UnitAI>
        <UnitAIType>UNITAI_ANIMAL</UnitAIType>
        <bUnitAI>1</bUnitAI>
      </UnitAI>
  </UnitAIs>
  <NotUnitAIs/>
  <Builds/>
  <ReligionSpreads/>
  <CorporationSpreads/>
  <GreatPeoples/>
  <Buildings/>
  <ForceBuildings/>
  <HolyCity>NONE</HolyCity>
  <ReligionType>NONE</ReligionType>
  <StateReligion>NONE</StateReligion>
  <PrereqReligion>NONE</PrereqReligion>
  <PrereqCorporation>NONE</PrereqCorporation>
  <PrereqBuilding>NONE</PrereqBuilding>
  <PrereqTech>NONE</PrereqTech>
  <TechTypes/>
  <BonusType>NONE</BonusType>
  <PrereqBonuses/>
  <ProductionTraits/>
  <Flavors/>
  <iAIWeight>0</iAIWeight>
  <iCost>-1</iCost>
  <iHurryCostModifier>0</iHurryCostModifier>
  <iAdvancedStartCost>-1</iAdvancedStartCost>
  <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
  <iMinAreaSize>-1</iMinAreaSize>
  <iMoves>1</iMoves>
  <bNoRevealMap>0</bNoRevealMap>
  <iAirRange>0</iAirRange>
  <iAirUnitCap>0</iAirUnitCap>
  <iDropRange>0</iDropRange>
  <iNukeRange>-1</iNukeRange>
  <iWorkRate>0</iWorkRate>
  <iBaseDiscover>0</iBaseDiscover>
  <iDiscoverMultiplier>0</iDiscoverMultiplier>
  <iBaseHurry>0</iBaseHurry>
  <iHurryMultiplier>0</iHurryMultiplier>
  <iBaseTrade>0</iBaseTrade>
  <iTradeMultiplier>0</iTradeMultiplier>
  <iGreatWorkCulture>0</iGreatWorkCulture>
  <iEspionagePoints>0</iEspionagePoints>
  <TerrainImpassables/>
  <FeatureImpassables/>
  <TerrainPassableTechs/>
  <FeaturePassableTechs/>
  <iCombat>2</iCombat>
  <iCombatLimit>100</iCombatLimit>
  <iAirCombat>0</iAirCombat>
  <iAirCombatLimit>0</iAirCombatLimit>
  <iXPValueAttack>4</iXPValueAttack>
  <iXPValueDefense>2</iXPValueDefense>
  <iFirstStrikes>0</iFirstStrikes>
  <iChanceFirstStrikes>0</iChanceFirstStrikes>
  <iInterceptionProbability>0</iInterceptionProbability>
  <iEvasionProbability>0</iEvasionProbability>
  <iWithdrawalProb>0</iWithdrawalProb>
  <iCollateralDamage>0</iCollateralDamage>
  <iCollateralDamageLimit>0</iCollateralDamageLimit>
  <iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
  <iCityAttack>0</iCityAttack>
  <iCityDefense>0</iCityDefense>
  <iAnimalCombat>0</iAnimalCombat>
  <iHillsAttack>0</iHillsAttack>
  <iHillsDefense>0</iHillsDefense>
  <TerrainNatives>
      <TerrainNative>
        <TerrainType>TERRAIN_GRASS</TerrainType>
        <bTerrainNative>1</bTerrainNative>
      </TerrainNative>
      <TerrainNative>
        <TerrainType>TERRAIN_PLAINS</TerrainType>
        <bTerrainNative>1</bTerrainNative>
      </TerrainNative>
      <TerrainNative>
        <TerrainType>TERRAIN_DESERT</TerrainType>
        <bTerrainNative>1</bTerrainNative>
      </TerrainNative>
  </TerrainNatives>
  <FeatureNatives/>
  <TerrainAttacks/>
  <TerrainDefenses/>
  <FeatureAttacks/>
  <FeatureDefenses/>
  <UnitClassAttackMods/>
  <UnitClassDefenseMods/>
  <UnitCombatMods/>
  <UnitCombatCollateralImmunes/>
  <DomainMods/>
  <BonusProductionModifiers/>
  <iBombRate>0</iBombRate>
  <iBombardRate>0</iBombardRate>
  <SpecialCargo>NONE</SpecialCargo>
  <DomainCargo>NONE</DomainCargo>
  <iCargo>0</iCargo>
  <iConscription>0</iConscription>
  <iCultureGarrison>0</iCultureGarrison>
  <iExtraCost>0</iExtraCost>
  <iAsset>1</iAsset>
  <iPower>1</iPower>
  <UnitMeshGroups>
      <iGroupSize>3</iGroupSize>
      <fMaxSpeed>1.75</fMaxSpeed>
      <fPadTime>1</fPadTime>
      <iMeleeWaveSize>3</iMeleeWaveSize>
      <iRangedWaveSize>0</iRangedWaveSize>
      <UnitMeshGroup>
        <iRequired>3</iRequired>
        <EarlyArtDefineTag>ART_DEF_UNIT_LION</EarlyArtDefineTag>
      </UnitMeshGroup>
  </UnitMeshGroups>
  <FormationType>FORMATION_TYPE_ANIMAL</FormationType>
  <HotKey/>
  <bAltDown>0</bAltDown>
  <bShiftDown>0</bShiftDown>
  <bCtrlDown>0</bCtrlDown>
  <iHotKeyPriority>0</iHotKeyPriority>
  <FreePromotions/>
  <LeaderPromotion>NONE</LeaderPromotion>
  <iLeaderExperience>0</iLeaderExperience>
</UnitInfo>
 
{{Civ4_XML_Files}}

Latest revision as of 01:16, 3 October 2011

The Civ4UnitInfos XML file controls data related to individual units: for example, a unit's strength value or production cost. There are also more detailed options, affecting things like transport capabilities, prerequisites, and other complex features.

All tags must be opened and closed; the first is the 'open', the second the 'closed' 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

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
Capture Either NONE, or the unit which the unit turns into when captured.
Class The class as defined in CIV4UnitClassInfos.xml. Class is the thing that holds, say, a Swordsman and a Praetorian together; each civilization can only have one of each class.
Combat The combat type, out of UNITCOMBAT_MELEE, UNITCOMBAT_ARCHER, UNITCOMBAT_MOUNTED, UNITCOMBAT_GUN, UNITCOMBAT_SIEGE, UNITCOMBAT_NAVAL, UNITCOMBAT_AIR and UNITCOMBAT_HELICOPTER of the unit - used to determine bonuses in combat & defense.
Domain DOMAIN_ - then AIR, SEA or LAND.
DefaultUnitAI The default way in which the AI uses the unit.
Invisible Either NONE (either meaning not invisible or completely invisible, see below) or INVISIBLE_STEALTH or INVISIBLE_SUBMARINE.
SeeInvisible Either NONE or a category of invisibility above. Means that the unit can see all units with this type of invisibility.
Special Should be NONE unless it comes under a heading in CIV4SpecialUnitInfos.xml; in which case write that.
Type The name of the unit; which must be unique.
UnitInfo Each different unit's data is enclosed in a seperate tag like this.
UnitInfos This begins and ends the file. Everything must go in between these two, or it will not work.
UniqueNames Can be used to make the same unit have seperate names. kinda the same as cities. Can either contain text or a text tag


Prerequisites

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

Tag Name Description
AdvancedStartCost The cost in points of the unit on Advanced Start.
AdvancedStartCostIncrease Affects the cost in points of the unit on Advanced Start.
BonusType The resource needed to build this unit.
Flavors The 'flavours' of the unit - these relate to leader behavior in the AI.
HolyCity If not NONE, then it is the Holy City needed to build the unit.
HurryCostModifier Impacts the Gold Hurry cost of the unit.
MinAreaSize Minimal number of water squares needed nearby to build sea vessels (20 for all sea units except Work Boats).
Moves The number of movement points that the unit has.
PrereqBonuses Used as a list tag to enclose BonusType tags.
PrereqBuilding Either NONE, or the building needed in a city to build this unit.
PrereqCorporation Either NONE, or the corporation needed in a city to build this unit.
PrereqReligion Either NONE, or the religion needed in a city to build this unit.
PrereqTech Either NONE, or the technology that you need to build this unit.
ProductionTraits The leader traits which affect production of this unit, along with the value.
ReligionType For units, always NONE.
StateReligion If not NONE, the State Religion needed to build this unit.
TechTypes Used as a list tag to enclose PrereqTech tags.


Text

Tag Name Description
Advisor Almost always ADVISOR_MILITARY; the rationale that the game gives for reccomending the unit.
Civilopedia As above for the Civiliopedia entry.
Description Either text or a key from the text files. The name displayed for the unit.
Help Optional. A text that can include some more information to display. The text is specified in any of the Assets\XML\Text files.
Strategy As above for the Sid's Tips, also displayed above the Civilopedia entry.


Integers

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

Tag Name Description
iAirCombat The unit's base strength for Air Units.
iAirCombatLimit Max amount of damage (in percent) able to be inflicted on enemy units when air striking.
iAirRange The range at which an air unit it can operate or the range at which a ground unit can attack.
iAirUnitCap The number of air unit capacity slots the unit takes up -- should be 1 for most, if not all, air units.
iAIWeight The preference given by the AI to this unit, generally for Unique Units.
iAnimalCombat The percent bonus that the unit gets against Animals, in attack and defense.
iAsset Affects the AI's behaviour towards it in some way.
iBaseDiscover The basic rate at which the unit researches technologies.
iBaseHurry Amount of production in a city the unit can hurry.
iBaseTrade The basic amount of money that the unit makes from a Trade Mission.
iBombardRate The rate at which a unit Bombards a city.
iBombRate The damage that a unit does when carrying out an Air Bomb mission.
iCargo The number of units that the unit can carry.
iChanceFirstStrikes The number of First Strike Chances that the unit has.
iCityAttack The percent bonus that the unit gets when attacking cities.
iCityDefense The percent bonus that the unit gets when defending cities.
iCollateralDamage The amount of collateral damage (in percent) that the unit deals.
iCollateralDamageLimit The maximum amount of collateral damage that the unit can deal.
iCollateralDamageMaxUnits The greatest number of enemy units that the unit can inflict collateral damage on.
iConscription The number of this unit that can be drafted.
iCombat The unit's base strength.
iCombatLimit Percentage that tells how much damage a unit can give out before retreating.
iCost The cost in hammers of the unit.
iCultureGarrison The suppression value of a unit while garrisoned in a rebelling city.
iDiscoverMultiplier Affects the rate at which the unit researches technologies.
iDropRange The range at which the unit can 'jump'/paradrop from a friendly city.
iEspionagePoints Used for Spy Units (ex. Great Spy) - the number of espionage points the unit can generate when infiltrating an enemy city.
iEvasionProbability For air and parachute units; the odds of evading interception.
iExtraCost Affects the upkeep (in gold per turn) of the unit; ex. a value of 1 equals +1 gold per turn cost.
iFirstStrikes The number of automatic First Strikes that the unit has.
iGreatWorkCulture The amount of culture that the unit generates with a Great Work.
iHillsAttack The percent bonus that the unit gets when attacking hills.
iHillsDefense The percent bonus that the unit gets when defending hills.
iHotKeyPriority Not sure what this does.
iHurryMultiplier Multiplier of the above.
iInterceptionProbability The percent odds a unit has of intercepting an enemy unit within range trying to carry out an air mission.
iLeaderExperience The amount of experience this unit gives to units in the same stack when leading as a warlord; used for Great Generals.
iNukeRange The range at which the 'nuke' can be launched - missiles only.
iOrderPriority Optional. Not sure what this does.
iPower Affects the amount that the AI factors it into the equation when determining your military power.
iTradeMultiplier Affects the amount of money that the unit makes from a Trade Mission.
iWithdrawalProb The percent withdrawal chance the unit has. Maximum Value is in GlobalDefines.xml
iWorkRate The rate at which the unit improves tiles.
iXPValueAttack The value, in Experience Points, that this unit is worth on the attack.
iXPValueDefense The value, in Experience Points, that this unit is worth on the defense.

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
bAltDown If 1, the hotkey for this unit must be used with Alt.
bAlwaysHostile Can attack enemy units without declaring war, and can be attacked without triggering a war. All nations treat it as an enemy unit.
bAnimal The unit is an animal; the Barbarian State controls it, it can spring from anywhere and it cannot enter cultural borders.
bCanMoveImpassible If set to 1, the unit can move through impassable terrain; ex. submarines moving through ice, helicopters moving through peaks.
bCanMoveAllTerrain Can move across all terrain.
bCounterSpy Should only be 1 in Vanilla or Warlords; can Perform Counterespionage.
bCtrlDown If 1, the hotkey for this unit must be used with Ctrl.
bDestroy Should only be 1 in Vanilla or Warlords; can Destroy Improvements.
bFirstStrikeImmune Is immune to First Strikes.
bFlatMovementCost Pays a flat movement cost to enter all terrain.
bFood The unit is produced with food as well as hammers; a city does not generate food while building this unit.
bFound Can found a city.
bGoldenAge Counts as a Great Person to start a Golden Age.
bHiddenNationality Bears no marking of nationality.
bIgnoreBuildingDefense Ignores defensive bonuses from enemy buildings, like Walls and Castles.
bIgnoreTerrainCost Ignores movement penalties from terrain.
bInvestigate Should only be 1 in Vanilla or Warlords; can Investigate City.
bInvisible Is invisible to all units.
bLineOfSight Optional. Specifies if the unit can only reveal the content in the tiles in the direction he is facing.
bMechanized Likely affects the sounds played when selecting the unit or issuing it orders (i.e. mechanical noises as opposed to human voices).

Used for land units in a vehicle, air units, sea units, etc.

bMilitaryHappiness Counts as a Military Unit in the eyes of the rabble; contributes to the "+happy for each military unit in a city" civic modifier.
bMilitaryProduction Counts as a military unit for production bonuses/penalties.
bMilitarySupport Costs money to maintain as part of your military, affected by Pacifism and the like.
bNoBadGoodies When this unit is entering a Tribal Village, the villagers will never be hostile.
bNoCapture This unit cannot capture cities.
bNoDefensiveBonus Does not receive defensive bonuses.
bNoRevealMap If 1, the unit does not reveal any tiles except the one it is currently standing on.
bNukeInnume Takes no damage from nukes.
bOnlyDefensive This unit cannot attack other units.
bPillage Can pillage improvements.
bQuickCombat Always 0 in vanilla BtS; if set to 1, presumably the unit never triggers the camera-angle change and other battle effects when combating another unit.
bRenderAlways Optional. Unknown usage.
bRenderBelowWater Optional. Unknown usage.
bRivalTerritory Can explore rival territory.
bPrereqBonuses Needs the mentioned resources to be built (can be NONE).
bPrereqReligion Needs the mentioned religion to be built (can be NONE).
bSabotage Should only be 1 in Vanilla or Warlords; can Sabotage Production.
bShiftDown If 1, the hotkey for this unit must be used with Shift.
bSpy Is a spy.
bStealPlans Should only be 1 in Vanilla or Warlords; can Steal Plans.
bSuicide Kills itself upon attacking, like a Kamikaze in the Defense mod.


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
Builds For all the things that the unit can build on tiles; but not wonders that it can build in cities.
Buildings The buildings which the unit can construct in a friendly city.
CorporationSpreads The Corporations which the unit can spread.
FlankingStrikes All unit classes against which the unit gets a Flank Attack.
ForceBuildings The buildings the unit can construct in any city regardless of tech, building prerequisites, or other restrictions (ex: could construct a world wonder in multiple cities).
GreatPeoples If the unit can settle in a city, put the type of specialist it becomes here.
NotUnitAIs As UnitAIs, but for the tasks which the AI will never consider the unit for.
ReligionSpreads The religions which the unit can spread.
UnitClassDefenders Unit defends first against the specified unitclass(es).
UnitClassTargets Unit attacks first against the specified unitclass(es).
UnitClassUpgrades The UnitClass(es) to which this unit upgrades.
UnitCombatDefenders Unit defends first against the specified unitcombat type(s)
UnitCombatTargets Unit attacks first against the specified unitcombat type(s)
UnitAIs Inside here go the methods which the AI uses to command this unit. It dictates the roles which the unit is good for.

Miscellaneous

Tag Name Description
BonusProductionModifiers Resources that make the unit produce faster.
DomainCargo The Domain (AIR, SEA, or LAND) of units that the unit can carry.
DomainMods The bonuses/penalties that the unit gets against Air, Sea or Land units.
FeatureAttacks Attack bonus(es) that the unit gets when attacking into different features.
FeatureDefenses Defense bonus(es) that the unit gets from within different features.
FeatureImpassables Used to specify terrain features (Jungle, Forest, etc.) that the unit is unable to enter.
FeatureNatives This affects the feature types animals spawn in.
FreePromotions The promotions that this unit starts with.
HotKey Never used in the original game - it can be used to define a hotkey for the unit.
LeaderPromotion Promotion that the unit gives to another unit when attached as a warlord; used in vanilla BtS for Great Generals.
SpecialCargo The type of SpecialUnit that the unit can carry.
TerrainAttacks Attack bonuses that the unit gets in different terrain.
TerrainDefenses Defense bonuses that the unit gets in different terrain.
TerrainImpassables Used to specify terrain types (Ocean, Desert, etc.) that the unit is unable to enter.
TerrainNatives This affects the terrain types animals spawn in.
TerrainPassableTechs With these technologies, the unit can enter the terrain defined in TerrainImpassables.
UnitClassAttackMods The percent bonuses/penalties that the unit gets against specific UnitClasses in attack.
UnitClassDefenseMods The percent bonuses/penalties that the unit gets against specific UnitClasses in defense.
UnitCombatCollateralImmunes The UnitCombat(s) that this unit does not receive collateral damage from.
UnitCombatMods The percent bonuses/penalties that the unit gets against different UnitCombat groups.


Art

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

Tag Name Description
EarlyArtDefineTag From CIV4ArtDefinesUnit - what the unit looks like in-game during the early era(s).
FormationType The formation that the unit adopts.
fMaxSpeed Not sure what this does. Perhaps the maximum speed at which the unit's animations play?
fPadTime Not sure what this does. Perhaps the amount of time (in seconds) inserted between certain animations?
iGroupSize The number of models in the unit; ex. 3 for a Warrior unit, 1 for a Jet Fighter unit.
iMeleeWaveSize The number of models that engage in melee combat at once. Should never be greater than iGroupSize.
iRangedWaveSize The number of models that engage in ranged combat at once. Should never be greater than iGroupSize.
LateArtDefineTag From CIV4ArtDefinesUnit - what the unit looks like in-game during the middle era(s).
MiddleArtDefineTag From CIV4ArtDefinesUnit - what the unit looks like in-game during the late era(s).
UnitMeshGroups The ART_DEF tag for the unit's model/animation/etc information.


Example

<UnitInfo>
  <Class>UNITCLASS_LION</Class>
  <Type>UNIT_LION</Type>
  <UniqueNames/>
  <Special>NONE</Special>
  <Capture>NONE</Capture>
  <Combat>NONE</Combat>
  <Domain>DOMAIN_LAND</Domain>
  <DefaultUnitAI>UNITAI_ANIMAL</DefaultUnitAI>
  <Invisible>NONE</Invisible>
  <SeeInvisible>NONE</SeeInvisible>
  <Description>TXT_KEY_UNIT_LION</Description>
  <Civilopedia>TXT_KEY_CONCEPT_ANIMALS_PEDIA</Civilopedia>
  <Strategy>TXT_KEY_UNIT_ANIMAL_STRATEGY</Strategy>
  <Advisor>NONE</Advisor>
  <bAnimal>1</bAnimal>
  <bFood>0</bFood>
  <bNoBadGoodies>0</bNoBadGoodies>
  <bOnlyDefensive>0</bOnlyDefensive>
  <bNoCapture>0</bNoCapture>
  <bQuickCombat>0</bQuickCombat>
  <bRivalTerritory>0</bRivalTerritory>
  <bMilitaryHappiness>0</bMilitaryHappiness>
  <bMilitarySupport>0</bMilitarySupport>
  <bMilitaryProduction>0</bMilitaryProduction>
  <bPillage>0</bPillage>
  <bSpy>0</bSpy>
  <bSabotage>0</bSabotage>
  <bDestroy>0</bDestroy>
  <bStealPlans>0</bStealPlans>
  <bInvestigate>0</bInvestigate>
  <bCounterSpy>0</bCounterSpy>
  <bFound>0</bFound>
  <bGoldenAge>0</bGoldenAge>
  <bInvisible>0</bInvisible>
  <bFirstStrikeImmune>0</bFirstStrikeImmune>
  <bNoDefensiveBonus>1</bNoDefensiveBonus>
  <bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
  <bCanMoveImpassable>0</bCanMoveImpassable>
  <bCanMoveAllTerrain>0</bCanMoveAllTerrain>
  <bFlatMovementCost>0</bFlatMovementCost>
  <bIgnoreTerrainCost>0</bIgnoreTerrainCost>
  <bNukeImmune>0</bNukeImmune>
  <bPrereqBonuses>0</bPrereqBonuses>
  <bPrereqReligion>0</bPrereqReligion>
  <bMechanized>0</bMechanized>
  <bSuicide>0</bSuicide>
  <bHiddenNationality>0</bHiddenNationality>
  <bAlwaysHostile>0</bAlwaysHostile>
  <UnitClassUpgrades/>
  <UnitClassTargets/>
  <UnitCombatTargets/>
  <UnitClassDefenders/>
  <UnitCombatDefenders/>
  <FlankingStrikes/>
  <UnitAIs>
     <UnitAI>
        <UnitAIType>UNITAI_ANIMAL</UnitAIType>
        <bUnitAI>1</bUnitAI>
     </UnitAI>
  </UnitAIs>
  <NotUnitAIs/>
  <Builds/>
  <ReligionSpreads/>
  <CorporationSpreads/>
  <GreatPeoples/>
  <Buildings/>
  <ForceBuildings/>
  <HolyCity>NONE</HolyCity>
  <ReligionType>NONE</ReligionType>
  <StateReligion>NONE</StateReligion>
  <PrereqReligion>NONE</PrereqReligion>
  <PrereqCorporation>NONE</PrereqCorporation>
  <PrereqBuilding>NONE</PrereqBuilding>
  <PrereqTech>NONE</PrereqTech>
  <TechTypes/>
  <BonusType>NONE</BonusType>
  <PrereqBonuses/>
  <ProductionTraits/>
  <Flavors/>
  <iAIWeight>0</iAIWeight>
  <iCost>-1</iCost>
  <iHurryCostModifier>0</iHurryCostModifier>
  <iAdvancedStartCost>-1</iAdvancedStartCost>
  <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
  <iMinAreaSize>-1</iMinAreaSize>
  <iMoves>1</iMoves>
  <bNoRevealMap>0</bNoRevealMap>
  <iAirRange>0</iAirRange>
  <iAirUnitCap>0</iAirUnitCap>
  <iDropRange>0</iDropRange>
  <iNukeRange>-1</iNukeRange>
  <iWorkRate>0</iWorkRate>
  <iBaseDiscover>0</iBaseDiscover>
  <iDiscoverMultiplier>0</iDiscoverMultiplier>
  <iBaseHurry>0</iBaseHurry>
  <iHurryMultiplier>0</iHurryMultiplier>
  <iBaseTrade>0</iBaseTrade>
  <iTradeMultiplier>0</iTradeMultiplier>
  <iGreatWorkCulture>0</iGreatWorkCulture>
  <iEspionagePoints>0</iEspionagePoints>
  <TerrainImpassables/>
  <FeatureImpassables/>
  <TerrainPassableTechs/>
  <FeaturePassableTechs/>
  <iCombat>2</iCombat>
  <iCombatLimit>100</iCombatLimit>
  <iAirCombat>0</iAirCombat>
  <iAirCombatLimit>0</iAirCombatLimit>
  <iXPValueAttack>4</iXPValueAttack>
  <iXPValueDefense>2</iXPValueDefense>
  <iFirstStrikes>0</iFirstStrikes>
  <iChanceFirstStrikes>0</iChanceFirstStrikes>
  <iInterceptionProbability>0</iInterceptionProbability>
  <iEvasionProbability>0</iEvasionProbability>
  <iWithdrawalProb>0</iWithdrawalProb>
  <iCollateralDamage>0</iCollateralDamage>
  <iCollateralDamageLimit>0</iCollateralDamageLimit>
  <iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
  <iCityAttack>0</iCityAttack>
  <iCityDefense>0</iCityDefense>
  <iAnimalCombat>0</iAnimalCombat>
  <iHillsAttack>0</iHillsAttack>
  <iHillsDefense>0</iHillsDefense>
  <TerrainNatives>
     <TerrainNative>
        <TerrainType>TERRAIN_GRASS</TerrainType>
        <bTerrainNative>1</bTerrainNative>
     </TerrainNative>
     <TerrainNative>
        <TerrainType>TERRAIN_PLAINS</TerrainType>
        <bTerrainNative>1</bTerrainNative>
     </TerrainNative>
     <TerrainNative>
        <TerrainType>TERRAIN_DESERT</TerrainType>
        <bTerrainNative>1</bTerrainNative>
     </TerrainNative>
  </TerrainNatives>
  <FeatureNatives/>
  <TerrainAttacks/>
  <TerrainDefenses/>
  <FeatureAttacks/>
  <FeatureDefenses/>
  <UnitClassAttackMods/>
  <UnitClassDefenseMods/>
  <UnitCombatMods/>
  <UnitCombatCollateralImmunes/>
  <DomainMods/>
  <BonusProductionModifiers/>
  <iBombRate>0</iBombRate>
  <iBombardRate>0</iBombardRate>
  <SpecialCargo>NONE</SpecialCargo>
  <DomainCargo>NONE</DomainCargo>
  <iCargo>0</iCargo>
  <iConscription>0</iConscription>
  <iCultureGarrison>0</iCultureGarrison>
  <iExtraCost>0</iExtraCost>
  <iAsset>1</iAsset>
  <iPower>1</iPower>
  <UnitMeshGroups>
     <iGroupSize>3</iGroupSize>
     <fMaxSpeed>1.75</fMaxSpeed>
     <fPadTime>1</fPadTime>
     <iMeleeWaveSize>3</iMeleeWaveSize>
     <iRangedWaveSize>0</iRangedWaveSize>
     <UnitMeshGroup>
        <iRequired>3</iRequired>
        <EarlyArtDefineTag>ART_DEF_UNIT_LION</EarlyArtDefineTag>
     </UnitMeshGroup>
  </UnitMeshGroups>
  <FormationType>FORMATION_TYPE_ANIMAL</FormationType>
  <HotKey/>
  <bAltDown>0</bAltDown>
  <bShiftDown>0</bShiftDown>
  <bCtrlDown>0</bCtrlDown>
  <iHotKeyPriority>0</iHotKeyPriority>
  <FreePromotions/>
  <LeaderPromotion>NONE</LeaderPromotion>
  <iLeaderExperience>0</iLeaderExperience>
</UnitInfo>


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