https://modiki.civfanatics.com/index.php?title=GlobalDefines&feed=atom&action=historyGlobalDefines - Revision history2024-03-29T15:09:48ZRevision history for this page on the wikiMediaWiki 1.38.2https://modiki.civfanatics.com/index.php?title=GlobalDefines&diff=14160&oldid=prevDeanej: Created page with "The '''GlobalDefines''' file defines various properties of the game. Mods can use the '''GlobalDefinesAlt''' file as a modular way to only include defines that have been changed..."2013-01-05T04:42:15Z<p>Created page with "The '''GlobalDefines''' file defines various properties of the game. Mods can use the '''GlobalDefinesAlt''' file as a modular way to only include defines that have been changed..."</p>
<p><b>New page</b></p><div>The '''GlobalDefines''' file defines various properties of the game. Mods can use the '''GlobalDefinesAlt''' file as a modular way to only include defines that have been changed. Each define only have one of the non-header tags.<br />
<br />
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. <br />
<br />
<font color=red>This page is missing information.<br />
Do not remove this notice until it is complete.</font><br />
<br />
<br />
==Tags==<br />
===Headers===<br />
<br />
These tags typically bracket other tags, sometimes the entire file, and are generally used to specify more than one piece of data.<br />
<br />
{| border="1" style="text-align:left" cellpadding="3" cellspacing="0"<br />
|-<br />
! style="background:#efefef;" | Tag Name<br />
! style="background:#efefef;" | Description<br />
|-<br />
!Define<br />
|Main bracket for each entry<br />
|-<br />
!DefineName<br />
|Name used in other files<br />
|}<br />
<br />
<br />
===Text===<br />
<br />
{| border="1" style="text-align:left" cellpadding="3" cellspacing="0"<br />
|-<br />
! style="background:#efefef;" | Tag Name<br />
! style="background:#efefef;" | Description<br />
|-<br />
!DefineTextVal<br />
|Text value of the define; often refers to other XML entires<br />
|}<br />
<br />
<br />
===Integers===<br />
<br />
All of these tags have a numerical value. Though it sometimes can be negative, it usually is not.<br />
<br />
{| border="1" style="text-align:left" cellpadding="3" cellspacing="0"<br />
|-<br />
! style="background:#efefef;" | Tag Name<br />
! style="background:#efefef;" | Description<br />
|-<br />
!iDefineIntVal<br />
|Integer value for the define<br />
|}<br />
<br />
<br />
===Floats===<br />
<br />
All of these tags have a decimal value.<br />
<br />
{| border="1" style="text-align:left" cellpadding="3" cellspacing="0"<br />
|-<br />
! style="background:#efefef;" | Tag Name<br />
! style="background:#efefef;" | Description<br />
|-<br />
!fDefineFloatVal<br />
|Floating point value for a define<br />
|}<br />
<br />
<br />
==Example==<br />
<br />
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.<br />
<br />
<Define><br />
<DefineName>NUKE_FEATURE</DefineName><br />
<DefineTextVal>FEATURE_FALLOUT</DefineTextVal><br />
</Define><br />
<br />
<br />
==The Defines==<br />
<br />
The following is a list of the defines in the file.<br />
<br />
{| border="1" style="text-align:left" cellpadding="3" cellspacing="0"<br />
|-<br />
! style="background:#efefef;" | Define Name<br />
! style="background:#efefef;" | Description<br />
|-<br />
!CIV4_VERSION<br />
|Version of civ4 used in the About screen on the main menu<br />
|-<br />
!MIN_VERSION<br />
|Minimum version of civ4 a mod requires to run<br />
|-<br />
!SAVE_VERSION<br />
|Last version of civ4 to break save game compatability<br />
|-<br />
!MAX_NUM_LANGUAGES<br />
|Maximum number of languages that can be supported by the game<br />
|-<br />
!LAND_TERRAIN<br />
|Default type of terrain used for land when generating the map<br />
|-<br />
!DEEP_WATER_TERRAIN<br />
|Default type of terrain used for deep water when generating the map<br />
|-<br />
!SHALLOW_WATER_TERRAIN<br />
|Default type of terrain used for shallow water when generating the map<br />
|-<br />
!LAND_IMPROVEMENT<br />
|Improvement used to mark worked tile on land<br />
|-<br />
!WATER_IMPROVEMENT<br />
|Improvement used to mark worked tile on water<br />
|-<br />
!RUINS_IMPROVEMENT<br />
|Improvement used for city ruins<br />
|-<br />
!NUKE_FEATURE<br />
|Feature used for nuclear fallout<br />
|-<br />
!GLOBAL_WARMING_TERRAIN<br />
|Terrain used for global warming<br />
|-<br />
!CAPITAL_BUILDINGCLASS<br />
|Buildingclass used to designate which city is the capital<br />
|-<br />
!DEFAULT_SPECIALIST<br />
|Specialist allocated by default by city AI<br />
|-<br />
!INITIAL_CITY_ROUTE_TYPE<br />
|Initial route placed on tiles cities are founded on<br />
|-<br />
!STANDARD_HANDICAP<br />
|Default difficulty level<br />
|-<br />
!STANDARD_HANDICAP_QUICK<br />
|Default difficulty level on quick game speed<br />
|-<br />
!STANDARD_GAMESPEED<br />
|Default game speed<br />
|-<br />
!STANDARD_TURNTIMER<br />
|Default turn timer used in multiplayer<br />
|-<br />
!STANDARD_CLIMATE<br />
|Default climate<br />
|-<br />
!STANDARD_SEALEVEL<br />
|Default sea level<br />
|-<br />
!STANDARD_ERA<br />
|Default starting era<br />
|-<br />
!STANDARD_CALENDAR<br />
|Default calendar<br />
|-<br />
!AI_HANDICAP<br />
|Difficulty level used by the AI<br />
|-<br />
!BARBARIAN_HANDICAP<br />
|Difficulty level used by the barbarians<br />
|-<br />
!BARBARIAN_CIVILIZATION<br />
|Civilization used by the barbarians<br />
|-<br />
!BARBARIAN_LEADER<br />
|Leader used by the barbarians<br />
|-<br />
!MAX_PLOT_LIST_SIZE<br />
|Unknown<br />
|-<br />
!MAX_PLOT_LIST_ROWS<br />
|Unknown<br />
|-<br />
!EVENT_MESSAGE_TIME<br />
|Time (in seconds) messages are displayed by the game<br />
|-<br />
!EVENT_MESSAGE_TIME_LONG<br />
|Unknown<br />
|-<br />
!EVENT_MESSAGE_STAGGER_TIME<br />
|Time (in seconds) before another message can be displayed<br />
|-<br />
!START_YEAR<br />
|Default starting year<br />
|-<br />
!WEEKS_PER_MONTHS<br />
|Number of weeks in a month; used for the weekly calendar<br />
|-<br />
!TERRAIN_POINTS<br />
|Number of points per terrain tile controlled<br />
|-<br />
!RECON_VISIBILITY_RANGE<br />
|Unknown<br />
|-<br />
!PLOT_VISIBILITY_RANGE<br />
|Unknown<br />
|-<br />
!UNIT_VISIBILITY_RANGE<br />
|Unknown<br />
|-<br />
!PEAK_SEE_FROM_CHANGE<br />
|Additional tile radius of visibility given to unit on a peak<br />
|-<br />
!PEAK_SEE_THROUGH_CHANGE<br />
|Additional tile radius of visibility removed from unit where tile visibility is blocked by a peak<br />
|-<br />
!HILLS_SEE_FROM_CHANGE<br />
|Additional tile radius of visibility given to unit on a hill<br />
|-<br />
!HILLS_SEE_THROUGH_CHANGE<br />
|Additional tile radius of visibility removed from unit where tile visibility is blocked by a hill<br />
|-<br />
!SEAWATER_SEE_FROM_CHANGE<br />
|Additional tile radius of visibility given to unit on sea water<br />
|-<br />
!SEAWATER_SEE_THROUGH_CHANGE<br />
|Additional tile radius of visibility removed from unit where tile visibility is blocked by sea water<br />
|-<br />
!RAND_YIELD_PRESENCE_DIE_ROLLS<br />
|Unknown<br />
|-<br />
!MAX_YIELD_STACK<br />
|Unknown<br />
|-<br />
!MOVE_DENOMINATOR<br />
|Unknown<br />
|-<br />
!STARTING_DISTANCE_PERCENT<br />
|Unknown<br />
|-<br />
!OWN_TEAM_STARTING_MODIFIER<br />
|Unknown<br />
|-<br />
!RIVAL_TEAM_STARTING_MODIFIER<br />
|Unknown<br />
|-<br />
!MIN_CIV_STARTING_DISTANCE<br />
|Minimum distance in starting locations between civilizations the game tries to uphold<br />
|-<br />
!MIN_ANIMAL_STARTING_DISTANCE<br />
|Minimum distance from a civilization an animal can spawn on<br />
|-<br />
!MIN_BARBARIAN_STARTING_DISTANCE<br />
|Minimum distance from a civilization a barbarian can spawn on<br />
|-<br />
!MIN_BARBARIAN_CITY_STARTING_DISTANCE<br />
|Minimum distance from a civilization a barbarian city can spawn on<br />
|-<br />
!MIN_CITY_RANGE<br />
|Minimum distance between cities<br />
|-<br />
!FREE_CITY_CULTURE<br />
|Unknown<br />
|-<br />
!FREE_CITY_ADJACENT_CULTURE<br />
|Unknown<br />
|-<br />
!CITY_FREE_CULTURE_GROWTH_FACTOR<br />
|Unknown<br />
|-<br />
!GREAT_WORKS_CULTURE_TURNS<br />
|Unknown<br />
|-<br />
!OWNERSHIP_SCORE_DURATION_THRESHOLD<br />
|Unknown<br />
|-<br />
!NUM_DO_GOODY_ATTEMPTS<br />
|Number of times the game can attempt to get something from a tribal village before giving up (ie, giving the player nothing from the tribal village)<br />
|-<br />
!MAX_CIVIC_OPTIONS<br />
|Max number of civics that can be in a civic category<br />
|-<br />
!BASE_CIVIC_ANARCHY_LENGTH<br />
|Minimum length of anarchy for civic changes<br />
|-<br />
!BASE_RELIGION_ANARCHY_LENGTH<br />
|Length of anarchy for changing religions<br />
|-<br />
!COMMERCE_PERCENT_CHANGE_INCREMENTS<br />
|Percent change in slider allocation for commerce types the user can change with the interface<br />
|-<br />
!INITIAL_TRADE_ROUTES<br />
|Initial number of trade routes per city<br />
|-<br />
!NUM_OR_TECH_PREREQS<br />
|Number of or tech prereqs a tech can have<br />
|-<br />
!MAX_AND_TECH_PREREQS<br />
|Number of and tech prereqs a tech can have<br />
|-<br />
!NUM_UNIT_AND_TECH_PREREQS<br />
|Number of and tech prereqs a unit can have<br />
|-<br />
!NUM_BUILDING_AND_TECH_PREREQS<br />
|Number of and tech prereqs a building can have<br />
|-<br />
!BASE_RESEARCH_RATE<br />
|Unknown<br />
|-<br />
!NUM_UNIT_PREREQ_OR_BONUSES<br />
|Number of or resource prereqs a unit can have<br />
|-<br />
!NUM_CORPORATION_PREREQ_BONUSES<br />
|Number of prereq resources a corporation can have<br />
|-<br />
!NUM_ROUTE_PREREQ_OR_BONUSES<br />
|Number of or prereq resources a route can have<br />
|-<br />
!MAX_WORLD_WONDERS_PER_CITY<br />
|Highest number of world wonders a city can have<br />
|-<br />
!MAX_TEAM_WONDERS_PER_CITY<br />
|Highest number of team wonders a city can have<br />
|-<br />
!MAX_NATIONAL_WONDERS_PER_CITY<br />
|Highest number of national wonders a city can have<br />
|-<br />
!MAX_NATIONAL_WONDERS_PER_CITY_FOR_OCC<br />
|Highest number of national wonders a city can have in a one city challenge game<br />
|-<br />
!MAX_BUILDINGS_PER_CITY<br />
|Highest number of buildings a city can have<br />
|-<br />
!INITIAL_CITY_POPULATION<br />
|Initial population for newly founded cities<br />
|-<br />
!INITIAL_AI_CITY_PRODUCTION<br />
|Unknown<br />
|-<br />
!BASE_CITY_GROWTH_THRESHOLD<br />
|Base amount of food a city needs to growth<br />
|-<br />
!CITY_GROWTH_MULTIPLIER<br />
|Multiplier for additional amount of food needed for each time a city gains a population point<br />
|-<br />
!FOOD_CONSUMPTION_PER_POPULATION<br />
|Amount of food each population point consumes<br />
|-<br />
!NEW_HURRY_MODIFIER<br />
|Unknown<br />
|-<br />
!CONSCRIPT_MIN_CITY_POPULATION<br />
|Minimum population in a city needed to draft a unit<br />
|-<br />
!CONSCRIPT_POPULATION_PER_COST<br />
|Unknown<br />
|-<br />
!CONSCRIPT_MIN_CULTURE_PERCENT<br />
|Minimum percentage of city culture that has to be your own to draft a unit<br />
|-<br />
!FRESH_WATER_HEALTH_CHANGE<br />
|Amount of health added to city from being near fresh water<br />
|-<br />
!POWER_HEALTH_CHANGE<br />
|Health change from having power<br />
|-<br />
!DIRTY_POWER_HEALTH_CHANGE<br />
|Health change from dirty power<br />
|-<br />
!INITIAL_CITY_MAINTENANCE<br />
|Maintenance cost for the first city<br />
|-<br />
!MAX_DISTANCE_CITY_MAINTENANCE<br />
|Maximum city maintenance from distance<br />
|-<br />
!MAX_TRADE_ROUTES<br />
|Maximum number of trade routes a city can have<br />
|-<br />
!MIN_TIMER_UNIT_DOUBLE_MOVES<br />
|Unknown<br />
|-<br />
!DYING_PAUSE<br />
|Unknown<br />
|-<br />
!COMBAT_DAMAGE<br />
|Unknown<br />
|-<br />
!AIR_COMBAT_DAMAGE<br />
|Unknown<br />
|-<br />
!INTERCEPTION_MAX_ROUNDS<br />
|Maximum number of combat rounds when aircraft intercepted<br />
|-<br />
!MAX_INTERCEPTION_DAMAGE<br />
|Maximum amount of damage done to intercepted aircraft<br />
|-<br />
!MIN_INTERCEPTION_DAMAGE<br />
|Minimum amount of damage done to intercepted aircraft<br />
|-<br />
!RANGE_COMBAT_DAMAGE<br />
|Unknown<br />
|-<br />
!COLLATERAL_COMBAT_DAMAGE<br />
|Unknown<br />
|-<br />
!MAX_HIT_POINTS<br />
|Maximum number of hit points a unit can have<br />
|-<br />
!COMBAT_DIE_SIDES<br />
|Unknown<br />
|-<br />
!HILLS_EXTRA_DEFENSE<br />
|Defensive bonus from being on hills<br />
|-<br />
!RIVER_ATTACK_MODIFIER<br />
|Penalty for attacking across a river<br />
|-<br />
!AMPHIB_ATTACK_MODIFIER<br />
|Penalty for attacking from a transport<br />
|-<br />
!ENEMY_HEAL_RATE<br />
|Rate of healing in enemy territory<br />
|-<br />
!NEUTRAL_HEAL_RATE<br />
|Rate of healing in neutral territory<br />
|-<br />
!FRIENDLY_HEAL_RATE<br />
|Rate of healing in team territory<br />
|-<br />
!CITY_HEAL_RATE<br />
|Rate of healing in city<br />
|-<br />
!FOUND_RELIGION_CITY_RAND<br />
|Unknown<br />
|-<br />
!FOUND_CORPORATION_CITY_RAND<br />
|Unknown<br />
|-<br />
!GREAT_PEOPLE_THRESHOLD_INCREASE<br />
|Increase in great people points needed for each additional great person in civilization<br />
|-<br />
!GREAT_PEOPLE_THRESHOLD_INCREASE_TEAM<br />
|Increase in great people points needed for each additional great person in team<br />
|-<br />
!GREAT_PEOPLE_THRESHOLD<br />
|Initial number of great person points needed for great person<br />
|-<br />
!GREAT_GENERALS_THRESHOLD_INCREASE<br />
|Increase in number of great general points needed for each additional great general in civilization<br />
|-<br />
!GREAT_GENERALS_THRESHOLD_INCREASE_TEAM<br />
|Increase in number of great general points needed for each additional great general in team<br />
|-<br />
!GREAT_GENERALS_THRESHOLD<br />
|Initial number of great general points needed for great general<br />
|-<br />
!BASE_SPY_SABOTAGE_COST<br />
|Base cost for non-BtS sabotage production spy mission<br />
|-<br />
!BASE_SPY_DESTROY_COST<br />
|Base cost for non-BtS destroy improvement spy mission<br />
|-<br />
!SPY_DESTROY_COST_MULTIPLIER_LIMITED<br />
|Unknown<br />
|-<br />
!SPY_DESTROY_COST_MULTIPLIER<br />
|Cost increase for non-BtS destroy improvement spy mission<br />
|-<br />
!BASE_SPY_STEAL_PLANS_COST<br />
|Base cost for non-BtS steal plans spy mission<br />
|-<br />
!SPY_STEAL_PLANS_COST_MULTIPLIER<br />
|Cost increase for non-BtS steal plans mission<br />
|-<br />
!QUICKSAVE<br />
|Text name for QuickSave<br />
|-<br />
!LAKE_PLOT_RAND<br />
|Unknown<br />
|-<br />
!PLOTS_PER_RIVER_EDGE<br />
|Unknown<br />
|-<br />
!RIVER_SOURCE_MIN_RIVER_RANGE<br />
|Unknown<br />
|-<br />
!RIVER_SOURCE_MIN_SEAWATER_RANGE<br />
|Unknown<br />
|-<br />
!LAKE_MAX_AREA_SIZE<br />
|Unknown<br />
|-<br />
!INITIAL_BASE_FREE_UNITS<br />
|Base number of free units<br />
|-<br />
!INITIAL_BASE_FREE_MILITARY_UNITS<br />
|Base number of free military units<br />
|-<br />
!INITIAL_FREE_UNITS_POPULATION_PERCENT<br />
|Unknown<br />
|-<br />
!INITIAL_FREE_MILITARY_UNITS_POPULATION_PERCENT<br />
|Unknown<br />
|-<br />
!INITIAL_GOLD_PER_UNIT<br />
|Initial maintenance cost per unit<br />
|-<br />
!INITIAL_FREE_OUTSIDE_UNITS<br />
|Initial number of free units outside the civilization<br />
|-<br />
!INITIAL_OUTSIDE_UNIT_GOLD_PERCENT<br />
|Unknown<br />
|-<br />
!ANIMAL_MAX_XP_VALUE<br />
|Maximum amount of XP a unit can have before not getting XP from animals<br />
|-<br />
!BARBARIAN_MAX_XP_VALUE<br />
|Maximum amount of XP a unit can have before not getting XP from barbarians<br />
|-<br />
!BASE_GOLDEN_AGE_UNITS<br />
|Base number of great people needed to start a golden age<br />
|-<br />
!GOLDEN_AGE_UNITS_MULTIPLIER<br />
|Additional number of great people needed to start each golden age<br />
|-<br />
!GOLDEN_AGE_LENGTH<br />
|Length of golden ages<br />
|-<br />
!GOLDEN_AGE_GREAT_PEOPLE_MODIFIER<br />
|Percent increase in great people points in golden age<br />
|-<br />
!HILLS_EXTRA_MOVEMENT<br />
|Extra movement points needed when moving onto a hill<br />
|-<br />
!FEATURE_GROWTH_MODIFIER<br />
|Unknown<br />
|-<br />
!ROUTE_FEATURE_GROWTH_MODIFIER<br />
|Percent decrease in feature growth on tiles with a route<br />
|-<br />
!THEIR_POPULATION_TRADE_PERCENT<br />
|Unknown<br />
|-<br />
!CAPITAL_TRADE_MODIFIER<br />
|Percent increase in trade yield from capital cities<br />
|-<br />
!OVERSEAS_TRADE_MODIFIER<br />
|Percent increase in trade yield from overseas cities<br />
|-<br />
!FOREIGN_TRADE_MODIFIER<br />
|Percent increase in trade yield from foreign cities<br />
|-<br />
!FOREIGN_TRADE_FULL_CREDIT_PEACE_TURNS<br />
|Unknown<br />
|-<br />
!OUR_POPULATION_TRADE_MODIFIER<br />
|Unknown<br />
|-<br />
!OUR_POPULATION_TRADE_MODIFIER_OFFSET<br />
|Unknown<br />
|-<br />
!TRADE_PROFIT_PERCENT<br />
|Unknown<br />
|-<br />
!EXTRA_YIELD<br />
|Unknown<br />
|-<br />
!FORTIFY_MODIFIER_PER_TURN<br />
|Percent defensive bonus applied each turn unit is fortified<br />
|-<br />
!MAX_FORTIFY_TURNS<br />
|Maximum number of turns a unit can get an additional fortification defensive bonus<br />
|-<br />
!WW_UNIT_KILLED_ATTACKING<br />
|War weariness from unit killed when attacking<br />
|-<br />
!WW_KILLED_UNIT_DEFENDING<br />
|War weariness killing unit when defending<br />
|-<br />
!WW_UNIT_KILLED_DEFENDING<br />
|War weariness from unit killed when defending<br />
|-<br />
!WW_KILLED_UNIT_ATTACKING<br />
|War weariness killing unit when attacking<br />
|-<br />
!WW_UNIT_CAPTURED<br />
|War weariness from unit captured<br />
|-<br />
!WW_CAPTURED_UNIT<br />
|War weariness from capturing unit<br />
|-<br />
!WW_CAPTURED_CITY<br />
|War weariness from captured city<br />
|-<br />
!WW_HIT_BY_NUKE<br />
|War weariness from being hit by a nuke<br />
|-<br />
!WW_ATTACKED_WITH_NUKE<br />
|War Weariness from using nuke<br />
|-<br />
!WW_DECAY_RATE<br />
|Unknown<br />
|-<br />
!WW_DECAY_PEACE_PERCENT<br />
|Unknown<br />
|-<br />
!NUKE_FALLOUT_PROB<br />
|Percent chance a tile bordering a nuke attack gets fallout<br />
|-<br />
!NUKE_UNIT_DAMAGE_BASE<br />
|Unknown<br />
|-<br />
!NUKE_UNIT_DAMAGE_RAND_1<br />
|Unknown<br />
|-<br />
!NUKE_UNIT_DAMAGE_RAND_2<br />
|Unknown<br />
|-<br />
!NUKE_NON_COMBAT_DEATH_THRESHOLD<br />
|Unknown<br />
|-<br />
!NUKE_BUILDING_DESTRUCTION_PROB<br />
|Percent chance for building to be destroyed by nuke<br />
|-<br />
!NUKE_POPULATION_DEATH_BASE<br />
|Unknown<br />
|-<br />
!NUKE_POPULATION_DEATH_RAND_1<br />
|Unknown<br />
|-<br />
!NUKE_POPULATION_DEATH_RAND_2<br />
|Unknown<br />
|-<br />
!GLOBAL_WARMING_PROB<br />
|Unknown<br />
|-<br />
!GLOBAL_WARMING_FOREST<br />
|Unknown<br />
|-<br />
!GLOBAL_WARMING_UNHEALTH_WEIGHT<br />
|Unknown<br />
|-<br />
!GLOBAL_WARMING_NUKE_WEIGHT<br />
|Unknown<br />
|-<br />
!TECH_COST_EXTRA_TEAM_MEMBER_MODIFIER<br />
|Unknown<br />
|-<br />
!TECH_COST_TOTAL_KNOWN_TEAM_MODIFIER<br />
|Unknown<br />
|-<br />
!TECH_COST_KNOWN_PREREQ_MODIFIER<br />
|Unknown<br />
|-<br />
!PEACE_TREATY_LENGTH<br />
|Length of peace treaty<br />
|-<br />
!MAX_ANARCHY_TURNS<br />
|Maximum number of turns for anarchy<br />
|-<br />
!MIN_REVOLUTION_TURNS<br />
|Unknown<br />
|-<br />
!MIN_CONVERSION_TURNS<br />
|Unknown<br />
|-<br />
!OCCUPATION_CULTURE_PERCENT_THRESHOLD<br />
|Unknown<br />
|-<br />
!BASE_OCCUPATION_TURNS<br />
|Unknown<br />
|-<br />
!OCCUPATION_TURNS_POPULATION_PERCENT<br />
|Unknown<br />
|-<br />
!BASE_REVOLT_OCCUPATION_TURNS<br />
|Unknown<br />
|-<br />
!REVOLT_OCCUPATION_TURNS_PERCENT<br />
|Unknown<br />
|-<br />
!REVOLT_TOTAL_CULTURE_MODIFIER<br />
|Unknown<br />
|-<br />
!REVOLT_OFFENSE_STATE_RELIGION_MODIFIER<br />
|Unknown<br />
|-<br />
!REVOLT_DEFENSE_STATE_RELIGION_MODIFIER<br />
|Unknown<br />
|-<br />
!REVOLT_TEST_PROB<br />
|Unknown<br />
|-<br />
!NUM_WARNING_REVOLTS<br />
|Number of revolts before a city culture flips<br />
|-<br />
!BASE_REVOLT_FREE_UNITS<br />
|Unknown<br />
|-<br />
!REVOLT_FREE_UNITS_PERCENT<br />
|Unknown<br />
|-<br />
!NO_MILITARY_PERCENT_ANGER<br />
|Unknown<br />
|-<br />
!AT_WAR_CULTURE_ANGER_MODIFIER<br />
|Unknown<br />
|-<br />
!CULTURE_PERCENT_ANGER<br />
|Unknown<br />
|-<br />
!RELIGION_PERCENT_ANGER<br />
|Unknown<br />
|-<br />
!HURRY_POP_ANGER<br />
|Unknown<br />
|-<br />
!HURRY_ANGER_DIVISOR<br />
|Unknown<br />
|-<br />
!CONSCRIPT_POP_ANGER<br />
|Unknown<br />
|-<br />
!CONSCRIPT_ANGER_DIVISOR<br />
|Unknown<br />
|-<br />
!DEFY_RESOLUTION_POP_ANGER<br />
|Unknown<br />
|-<br />
!DEFY_RESOLUTION_ANGER_DIVISOR<br />
|Unknown<br />
|-<br />
!TEMP_HAPPY<br />
|Unknown<br />
|-<br />
!BASE_WAR_WEARINESS_MULTIPLIER<br />
|Unknown<br />
|-<br />
!FORCED_WAR_WAR_WEARINESS_MODIFIER<br />
|Unknown<br />
|-<br />
!MULTIPLAYER_WAR_WEARINESS_MODIFIER<br />
|Unknown<br />
|-<br />
!PERCENT_ANGER_DIVISOR<br />
|Unknown<br />
|-<br />
!BASE_FEATURE_PRODUCTION_PERCENT<br />
|Unknown<br />
|-<br />
!FEATURE_PRODUCTION_PERCENT_MULTIPLIER<br />
|Unknown<br />
|-<br />
!DIFFERENT_TEAM_FEATURE_PRODUCTION_PERCENT<br />
|Unknown<br />
|-<br />
!UNIT_PRODUCTION_PERCENT<br />
|Unknown<br />
|-<br />
!BUILDING_PRODUCTION_PERCENT<br />
|Unknown<br />
|-<br />
!PROJECT_PRODUCTION_PERCENT<br />
|Unknown<br />
|-<br />
!MAXED_UNIT_GOLD_PERCENT<br />
|Unknown<br />
|-<br />
!MAXED_BUILDING_GOLD_PERCENT<br />
|Unknown<br />
|-<br />
!MAXED_PROJECT_GOLD_PERCENT<br />
|Unknown<br />
|-<br />
!MAX_CITY_DEFENSE_DAMAGE<br />
|Unknown<br />
|-<br />
!CITY_DEFENSE_DAMAGE_HEAL_RATE<br />
|Unknown<br />
|-<br />
!UPKEEP_POPULATION_OFFSET<br />
|Unknown<br />
|-<br />
!UPKEEP_CITY_OFFSET<br />
|Unknown<br />
|-<br />
!CIRCUMNAVIGATE_FREE_MOVES<br />
|Free moves from circumnavigating the map<br />
|-<br />
!BARBARIAN_FREE_TECH_PERCENT<br />
|Unknown<br />
|-<br />
!RAZING_CULTURAL_PERCENT_THRESHOLD<br />
|Unknown<br />
|-<br />
!BASE_CAPTURE_GOLD<br />
|Base amount of gold captured with city<br />
|-<br />
!CAPTURE_GOLD_PER_POPULATION<br />
|Additional gold captured per population point<br />
|-<br />
!CAPTURE_GOLD_RAND1<br />
|Unknown<br />
|-<br />
!CAPTURE_GOLD_RAND2<br />
|Unknown<br />
|-<br />
!CAPTURE_GOLD_MAX_TURNS<br />
|Unknown<br />
|-<br />
!CITY_BARBARIAN_DEFENSE_MODIFIER<br />
|Unknown<br />
|-<br />
!MIN_EXPERIENCE_PER_COMBAT<br />
|Minimum experience gained per combat<br />
|-<br />
!MAX_EXPERIENCE_PER_COMBAT<br />
|Maximum experience gained per combat<br />
|-<br />
!EXPERIENCE_FROM_WITHDRAWL<br />
|Experience gained when unit withdraws<br />
|-<br />
!MAX_EXPERIENCE_AFTER_UPGRADE<br />
|Maximum experience a unit can retain when upgrading<br />
|-<br />
!BUILDING_PRODUCTION_DECAY_TIME<br />
|Unknown<br />
|-<br />
!BUILDING_PRODUCTION_DECAY_PERCENT<br />
|Unknown<br />
|-<br />
!UNIT_PRODUCTION_DECAY_TIME<br />
|Unknown<br />
|-<br />
!UNIT_PRODUCTION_DECAY_PERCENT<br />
|Unknown<br />
|-<br />
!BASE_UNIT_UPGRADE_COST<br />
|Unknown<br />
|-<br />
!UNIT_UPGRADE_COST_PER_PRODUCTION<br />
|Unknown<br />
|-<br />
!WAR_SUCCESS_DEFENDING<br />
|Unknown<br />
|-<br />
!WAR_SUCCESS_ATTACKING<br />
|Unknown<br />
|-<br />
!WAR_SUCCESS_UNIT_CAPTURING<br />
|Unknown<br />
|-<br />
!WAR_SUCCESS_CITY_CAPTURING<br />
|Unknown<br />
|-<br />
!WAR_SUCCESS_NUKE<br />
|Unknown<br />
|-<br />
!GAME_CITY_SIZE_METHOD<br />
|Method for computing visual city size; either METHOD_EXPONENTIAL or METHOD_LINMAP<br />
|-<br />
!GAME_CITY_SIZE_MAX_PERCENT_UNIQUE<br />
|Percentage of a city that can be wonders<br />
|-<br />
!GAME_CITY_SIZE_EXP_MODIFIER<br />
|Modifier to tweak city size when METHOD_EXPONENTIAL is chosen<br />
|-<br />
!GAME_CITY_SIZE_LINMAP_AT_0<br />
|Visual size of city in METHOD_LINMAP at population 0<br />
|-<br />
!GAME_CITY_SIZE_LINMAP_AT_50<br />
|Visual size of city in METHOD_LINMAP at population 50<br />
|-<br />
!DIPLO_VOTE_SECRETARY_GENERAL_INTERVAL<br />
|Turn interval for UN and AP secretary general votes<br />
|-<br />
!TEAM_VOTE_MIN_CANDIDATES<br />
|Minimum number of candidates for secretary general votes<br />
|-<br />
!DIPLOMACY_VALUE_REMAINDER<br />
|Unknown<br />
|-<br />
!INITIAL_STATE_RELIGION_HAPPINESS<br />
|Initial happiness from state relegion<br />
|-<br />
!INITIAL_NON_STATE_RELIGION_HAPPINESS<br />
|Initial happiness from non-state religions<br />
|-<br />
!RELIGION_SPREAD_DISTANCE_DIVISOR<br />
|Unknown<br />
|-<br />
!RELIGION_SPREAD_RAND<br />
|Unknown<br />
|-<br />
!CORPORATION_FOREIGN_SPREAD_COST_PERCENT<br />
|Unknown<br />
|-<br />
!HOLY_CITY_INFLUENCE<br />
|Unknown<br />
|-<br />
!WE_LOVE_THE_KING_RAND<br />
|Unknown<br />
|-<br />
!WE_LOVE_THE_KING_POPULATION_MIN_POPULATION<br />
|Minimum population needed for a city to get the we love the king event<br />
|-<br />
!PLOT_SIZE<br />
|Unknown<br />
|-<br />
!DISABLE_CLOSE_ZOOM_MODE<br />
|Unknown<br />
|-<br />
!CAMERA_UPPER_PITCH<br />
|Unknown<br />
|-<br />
!CAMERA_LOWER_PITCH<br />
|Unknown<br />
|-<br />
!CAMERA_MIN_SCROLL_SPEED<br />
|Unknown<br />
|-<br />
!CAMERA_MAX_SCROLL_SPEED<br />
|Unknown<br />
|-<br />
!CAMERA_MIN_YAW<br />
|Unknown<br />
|-<br />
!CAMERA_MAX_YAW<br />
|Unknown<br />
|-<br />
!CAMERA_START_DISTANCE<br />
|Unknown<br />
|-<br />
!CAMERA_MAX_TRAVEL_DISTANCE<br />
|Unknown<br />
|-<br />
!CAMERA_MIN_DISTANCE<br />
|Unknown<br />
|-<br />
!CAMERA_MAX_TURN_OFFSET<br />
|Unknown<br />
|-<br />
!CAMERA_SMALLEST_MAX_DISTANCE<br />
|Unknown<br />
|-<br />
!CAMERA_FORCE_TO_SMALLEST_MAX_DISTANCE<br />
|Unknown<br />
|-<br />
!CAMERA_NEAR_FAR_PLANE_RATIO<br />
|Unknown<br />
|-<br />
!ALLOW_UNIT_SCALE_ADJUST_ON_ZOOM<br />
|Unknown<br />
|-<br />
!RENDER_AREABORDER_UNDER_FEATURES<br />
|Unknown<br />
|-<br />
!RENDER_GLOBEVIEW_CLOUDS<br />
|Unknown<br />
|-<br />
!RENDER_WATER<br />
|Unknown<br />
|-<br />
!CAMERA_CITY_ZOOM_IN_DISTANCE<br />
|Unknown<br />
|-<br />
!CAMERA_BATTLE_ZOOM_IN_DISTANCE<br />
|Unknown<br />
|-<br />
!CAMERA_SHRINE_ZOOM_IN_DISTANCE<br />
|Unknown<br />
|-<br />
!CAMERA_FAR_CLIP_Z_HEIGHT<br />
|Unknown<br />
|-<br />
!EFFECT_DEFAULT_SIZE<br />
|Unknown<br />
|-<br />
!UNIT_MULTISELECT_MAX<br />
|Unknown<br />
|-<br />
!UNIT_MULTISELECT_SCALE<br />
|Unknown<br />
|-<br />
!UNIT_MULTISELECT_DISTANCE<br />
|Unknown<br />
|-<br />
!FIELD_OF_VIEW<br />
|Unknown<br />
|-<br />
!IMPROVEMENT_SCALE<br />
|Unknown<br />
|-<br />
!BONUS_SCALE<br />
|Unknown<br />
|-<br />
!SHADOW_SCALE<br />
|Unknown<br />
|-<br />
!HEALTH_BAR_WIDTH<br />
|Unknown<br />
|-<br />
!AIR_IDLE_HEIGHT<br />
|Height of an idling air unit<br />
|-<br />
!AIR_PATROL_RADIUS<br />
|Relative radius of an air unit while patrolling<br />
|-<br />
!AIR_PATROL_SPEED<br />
|Speed of air unit while patrolling<br />
|-<br />
!AIR_PATROL_HEIGHT<br />
|Height of a patrolling air unit<br />
|-<br />
!AIR_BOMB_HEIGHT<br />
|Height of a bombing air unit<br />
|-<br />
!AIR_EXECUTE_DISTANCE<br />
|Distance an attacker/recon travels during an air mission (start to target)<br />
|-<br />
!AIR_EXECUTE_FINISH<br />
|Distance an attacker/recon travels during an air mission (after target)<br />
|-<br />
!AIR_DEFEND_DISTANCE<br />
|Distance a defender travels during an air mission (start to target)<br />
|-<br />
!AIR_DEFEND_FINISH<br />
|Distance a defender travels during an air mission (after target)<br />
|-<br />
!UNIT_ANIM_PAGE_MAX<br />
|Maximum number of animations loaded in memory for any unit<br />
|-<br />
!DEFAULT_ANIM_PAGE_MAX<br />
|Default number of animations loaded for an entity<br />
|-<br />
!FLAG_OFFSET_X<br />
|The relative offset X offset of a flag within a square (-1..1)<br />
|-<br />
!FLAG_OFFSET_Y<br />
|The relative offset Y offset of a flag within a square (-1..1)<br />
|-<br />
!FLAG_OFFSET2_X<br />
|The relative offset X offset of the second flag within a square (-1..1)<br />
|-<br />
!FLAG_OFFSET2_Y<br />
|The relative offset Y offset of the second flag within a square (-1..1)<br />
|-<br />
!UNIT_TRAIL_RESOLUTION<br />
|The resolution of the wake/trail left by units<br />
|-<br />
!SCORE_POPULATION_FACTOR<br />
|Score you get if you have the 'maximum' population possible on the current map<br />
|-<br />
!SCORE_LAND_FACTOR<br />
|Score you get if you have all the land on the current map<br />
|-<br />
!SCORE_WONDER_FACTOR<br />
|Score you get if you have all the wonders<br />
|-<br />
!SCORE_TECH_FACTOR<br />
|Score you get if you have all the techs<br />
|-<br />
!SCORE_FREE_PERCENT<br />
|Percentage of the maximum score you get for free<br />
|-<br />
!SCORE_VICTORY_PERCENT<br />
|Percentage of your score that gets added if you win the game<br />
|-<br />
!SCORE_HANDICAP_PERCENT_OFFSET<br />
|Offset to the score handicap modifier<br />
|-<br />
!SCORE_HANDICAP_PERCENT_PER<br />
|The amount of the score modifier per handicap level<br />
|-<br />
!MINIMAP_RENDER_SIZE<br />
|Minimap size in pixels<br />
|-<br />
!TURN_LOG_MAX_WIDTH<br />
|Unknown<br />
|-<br />
!TURN_LOG_MAX_HEIGHT<br />
|Unknown<br />
|-<br />
!TURN_LOG_MIN_HEIGHT<br />
|Unknown<br />
|-<br />
!LEADERHEAD_RANDOM<br />
|Unknown<br />
|-<br />
!SINGLE_UNIT_GFX_EXTRA_SCALE<br />
|Unknown<br />
|-<br />
!VASSAL_REVOLT_OWN_LOSSES_FACTOR<br />
|Unknown<br />
|-<br />
!VASSAL_REVOLT_MASTER_LOSSES_FACTOR<br />
|Unknown<br />
|-<br />
!VASSAL_HAPPINESS<br />
|Unknown<br />
|-<br />
!FREE_VASSAL_LAND_PERCENT<br />
|Unknown<br />
|-<br />
!FREE_VASSAL_POPULATION_PERCENT<br />
|Unknown<br />
|-<br />
!WARLORD_EXTRA_EXPERIENCE_PER_UNIT_PERCENT<br />
|Unknown<br />
|-<br />
!COMBAT_EXPERIENCE_IN_BORDERS_PERCENT<br />
|Unknown<br />
|-<br />
!VICTORY_SOUNDTRACK_AVAILABLE<br />
|Unknown<br />
|-<br />
!MAX_WITHDRAWAL_PROBABILITY<br />
|Maximum chance a unit can withdraw<br />
|-<br />
!MAX_INTERCEPTION_PROBABILITY<br />
|Maximum chance an air unit can intercept another<br />
|-<br />
!MAX_EVASION_PROBABILITY<br />
|Maximum chance an air unit can evade interception<br />
|-<br />
!PLAYER_ALWAYS_RAZES_CITIES<br />
|Unknown<br />
|-<br />
!MIN_WATER_SIZE_FOR_OCEAN<br />
|Unknown<br />
|-<br />
!MIN_CITY_ATTACK_MODIFIER_FOR_SIEGE_TOWER<br />
|Minimum city attach modifier needed for the siege tower to appear<br />
|-<br />
!ESPIONAGE_CITY_POP_EACH_MOD<br />
|Percent cost change in espionage mission due to each population point<br />
|-<br />
!ESPIONAGE_CITY_TRADE_ROUTE_MOD<br />
|Percent cost change in espionage mission due to each city trade route<br />
|-<br />
!ESPIONAGE_CITY_RELIGION_STATE_MOD<br />
|Percent cost change in espionage mission due to each city religion<br />
|-<br />
!ESPIONAGE_CITY_HOLY_CITY_MOD<br />
|Percent cost change in espionage mission due to holy city<br />
|-<br />
!ESPIONAGE_CULTURE_MULTIPLIER_MOD<br />
|Unknown<br />
|-<br />
!ESPIONAGE_DISTANCE_MULTIPLIER_MOD<br />
|Unknown<br />
|-<br />
!ESPIONAGE_SPENDING_MULTIPLIER<br />
|Unknown<br />
|-<br />
!ESPIONAGE_EACH_TURN_UNIT_COST_DECREASE<br />
|Unknown<br />
|-<br />
!ESPIONAGE_INTERCEPT_SPENDING_MAX<br />
|Unknown<br />
|-<br />
!ESPIONAGE_INTERCEPT_COUNTERSPY<br />
|Unknown<br />
|-<br />
!ESPIONAGE_INTERCEPT_COUNTERESPIONAGE_MISSION<br />
|Unknown<br />
|-<br />
!ESPIONAGE_INTERCEPT_RECENT_MISSION<br />
|Unknown<br />
|-<br />
!ESPIONAGE_SPY_REVEAL_IDENTITY_PERCENT<br />
|Unknown<br />
|-<br />
!ESPIONAGE_SPY_INTERCEPT_MOD<br />
|Unknown<br />
|-<br />
!ESPIONAGE_SPY_NO_INTRUDE_INTERCEPT_MOD<br />
|Unknown<br />
|-<br />
!ESPIONAGE_SPY_MISSION_ESCAPE_MOD<br />
|Unknown<br />
|-<br />
!FOW_WAS_VISIBLE_COLOR<br />
|Unknown<br />
|-<br />
!FOW_MINIMAP_WAS_VISIBLE_COLOR<br />
|Unknown<br />
|-<br />
!CITY_SCREEN_FOG_ENABLED<br />
|Unknown<br />
|-<br />
!AI_CAN_DISBAND_UNITS<br />
|Whether or not the AI can disband units<br />
|-<br />
!CAMERA_CITY_TURN<br />
|Unknown<br />
|-<br />
!CAMERA_CITY_NO_PITCH<br />
|Unknown<br />
|-<br />
!CAMERA_SPECIAL_PITCH<br />
|Unknown<br />
|-<br />
!CITY_SCREEN_CLICK_WILL_EXIT<br />
|Whether clicking outside the city radius will exit the city screen<br />
|-<br />
!WATER_POTENTIAL_CITY_WORK_FOR_AREA<br />
|Unknown<br />
|-<br />
!LAND_UNITS_CAN_ATTACK_WATER_CITIES<br />
|Whether or not land units can attack cities on located on water<br />
|-<br />
!CITY_MAX_NUM_BUILDINGS<br />
|Unknown<br />
|-<br />
!RANGED_ATTACKS_USE_MOVES<br />
|Number of moves used in a ranged attack<br />
|-<br />
!AI_SHOULDNT_MANAGE_PLOT_ASSIGNMENT<br />
|Unknown<br />
|-<br />
!ROUTE_Z_BIAS<br />
|Unknown<br />
|-<br />
!RIVER_Z_BIAS<br />
|Unknown<br />
|-<br />
!ADVANCED_START_ALLOW_UNITS_OUTSIDE_CITIES<br />
|Whether to allow units outside cities in advanced start<br />
|-<br />
!ADVANCED_START_MAX_UNITS_PER_CITY<br />
|Maximum units per city in advanced start<br />
|-<br />
!ADVANCED_START_SIGHT_RANGE<br />
|Starting sight range in advanced start<br />
|-<br />
!ADVANCED_START_CITY_COST<br />
|Base city cost in advanced start<br />
|-<br />
!ADVANCED_START_CITY_COST_INCREASE<br />
|Cost increase for cities in advanced start<br />
|-<br />
!ADVANCED_START_POPULATION_COST<br />
|Base population cost in advanced start<br />
|-<br />
!ADVANCED_START_POPULATION_COST_INCREASE<br />
|Cost increase for population in advanced start<br />
|-<br />
!ADVANCED_START_CULTURE_COST<br />
|Base cost of culture in advanced start<br />
|-<br />
!ADVANCED_START_CULTURE_COST_INCREASE<br />
|Cost increase in culture in advanced start<br />
|-<br />
!ADVANCED_START_VISIBILITY_COST<br />
|Base cost of tile visibility in advanced start<br />
|-<br />
!ADVANCED_START_VISIBILITY_COST_INCREASE<br />
|Cost increase of tile visibility in advanced start<br />
|-<br />
!ADVANCED_START_CITY_PLACEMENT_MAX_RANGE<br />
|maximum range for city placement in advanced start<br />
|-<br />
!NEW_CITY_BUILDING_VALUE_MODIFIER<br />
|Unknown<br />
|-<br />
!IGNORE_PLOT_GROUP_FOR_TRADE_ROUTES<br />
|Unknown<br />
|-<br />
!EVENT_PROBABILITY_ROLL_SIDES<br />
|Unknown<br />
|-<br />
!FIRST_EVENT_DELAY_TURNS<br />
|Number of turns before first random event can happen<br />
|-<br />
!CIVILOPEDIA_SHOW_ACTIVE_CIVS_ONLY<br />
|Whether the civilopedia can show civs not in the current game<br />
|-<br />
!USE_MODDERS_PLAYEROPTION_1<br />
|Whether to show the additional player option left for modders<br />
|-<br />
!USE_MODDERS_PLAYEROPTION_2<br />
|Whether to show the additional player option left for modders<br />
|-<br />
!USE_MODDERS_PLAYEROPTION_3<br />
|Whether to show the additional player option left for modders<br />
|-<br />
!CITY_AIR_UNIT_CAPACITY<br />
|Number of air units a city or fort can hold<br />
|-<br />
!COLONY_NUM_FREE_DEFENDERS<br />
|Number of free units given to colonies<br />
|-<br />
!SHIP_BLOCKADE_RANGE<br />
|Tile range that ships can blockade<br />
|-<br />
!PATH_DAMAGE_WEIGHT<br />
|Unknown<br />
|-<br />
!USE_SPIES_NO_ENTER_BORDERS<br />
|Whether or not spies can be blocked from entering borders<br />
|-<br />
!NO_ESPIONAGE_CULTURE_LEVEL_MODIFIER<br />
|Percent change to culture level amounts when No Espionage is enabled<br />
|-<br />
!FORCE_UNOWNED_CITY_TIMER<br />
|Unknown<br />
|}<br />
<br />
{{Civ4_XML_Files}}</div>Deanej