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	<title>Civilization Modding Wiki - User contributions [en]</title>
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	<updated>2026-04-21T12:09:35Z</updated>
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	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Civ4ImprovementInfos&amp;diff=1013</id>
		<title>Civ4ImprovementInfos</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Civ4ImprovementInfos&amp;diff=1013"/>
		<updated>2009-10-10T21:30:32Z</updated>

		<summary type="html">&lt;p&gt;A morris: changing &amp;quot;title&amp;quot;s to &amp;quot;tile&amp;quot;s&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Civ4ImprovementInfos&#039;&#039;&#039; file defines all of the Civilization&#039;s improvements as well as their effects, like providing extra food, production or commerce.&lt;br /&gt;
&lt;br /&gt;
All tags must be opened and closed; the first is the &amp;quot;open&amp;quot;, the second the &amp;quot;close&amp;quot; tag. If nothing goes inside a &amp;quot;list tag&amp;quot;, then it should just be the opening tag with a &amp;quot;/&amp;quot; before the closing bracket. The following tables contain all available tags, as well as their purpose and accepted values. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;This page is missing information.&lt;br /&gt;
Do not remove this notice until it is complete.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tags==&lt;br /&gt;
===Text===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:left&amp;quot; cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Tag Name&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
|The internal name of this Improvement. &lt;br /&gt;
|-&lt;br /&gt;
!Description&lt;br /&gt;
|A reference to the text files, which contain an entry for this resource. &lt;br /&gt;
|-&lt;br /&gt;
!Civilopedia &lt;br /&gt;
|Refers to a tag in the Civ4GameText file which stores the Civilopedia description for the Improvement.&lt;br /&gt;
|-&lt;br /&gt;
!ArtDefineTag&lt;br /&gt;
|Refers to a tag in the Civ4ArtDefines Improvement files&lt;br /&gt;
|-&lt;br /&gt;
!WorldSoundscapeAudioScript&lt;br /&gt;
|Refers to the Audiodefines file for the ambient background music that is played when the tile is on screen.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Integers===&lt;br /&gt;
&lt;br /&gt;
All of these tags have a numerical value.  Though it sometimes can be negative, it usually is not.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:left&amp;quot; cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Tag Name&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
!iTilesPerGoody&lt;br /&gt;
|States how many tiles must exist per goody hut generated. (E.g If the value is 40, for every fourty tiles in game, one goody hut is placed.)&lt;br /&gt;
|-&lt;br /&gt;
!iGoodyRange&lt;br /&gt;
|The distance from which this goody hut can be seen by a unit&lt;br /&gt;
|-&lt;br /&gt;
!iUpgradeTime&lt;br /&gt;
|The time in turns that is needed on standard gamespeed until it upgrades to another improvement&lt;br /&gt;
|-&lt;br /&gt;
!iAirBombDefense&lt;br /&gt;
|The defence of this improvement against attacks by air units. (it seems that if the strength of the air unit is equal to the airbombdefense, there is a 50-50 chance that it get´s destroyed on attack.)&lt;br /&gt;
|-&lt;br /&gt;
!iDefenseModifier&lt;br /&gt;
|The defence percentage added to all units on the tile of the improvement&lt;br /&gt;
|-&lt;br /&gt;
!iHappiness&lt;br /&gt;
|The Happiness modifier that the improvement provides to the nearest city.&lt;br /&gt;
|-&lt;br /&gt;
!iPillageGold&lt;br /&gt;
|the base gold value that a unit get´s if this improvement is pillaged&lt;br /&gt;
|-&lt;br /&gt;
!iDiscoverRand&lt;br /&gt;
|The chance that the resource will be discovered on the improvement plot. (A percentage?)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Boolean===&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;True&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:left&amp;quot; cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Tag Name&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
!bHillsMakesValid&lt;br /&gt;
|If true, the improvement always can be built on a hill, regardless of anything else. (0 = false, 1 = true)&lt;br /&gt;
|-&lt;br /&gt;
!bFreshWaterMakesValid&lt;br /&gt;
|If true, the improvement always can be built next to a river or a lake.&lt;br /&gt;
|-&lt;br /&gt;
!bRiverSideMakesValid&lt;br /&gt;
|If true, the improvement always can be built next to a river.&lt;br /&gt;
|-&lt;br /&gt;
!bRequiresIrrigation&lt;br /&gt;
|if true, the improvement needs an irrigated tile next to it before it can be built.&lt;br /&gt;
|-&lt;br /&gt;
!bCarriesIrrigation&lt;br /&gt;
|If true, the improvement will count as irrigated so you can irrigate tiles next to it.&lt;br /&gt;
|-&lt;br /&gt;
!bRequiresFeature&lt;br /&gt;
|If true, the improvement needs the specified feature existing or it will be removed.&lt;br /&gt;
|-&lt;br /&gt;
!bWater&lt;br /&gt;
|If true, the improvement needs water to be built on.&lt;br /&gt;
|-&lt;br /&gt;
!bGoody&lt;br /&gt;
|if true, the improvement acts as a goody hut.&lt;br /&gt;
|-&lt;br /&gt;
!bPermanent&lt;br /&gt;
|If true, the improvement cannot be destroyed.&lt;br /&gt;
|-&lt;br /&gt;
!bGraphicalOnly&lt;br /&gt;
|If true, the improvement is simply a graphic added to the map.  Used for the land/water worked improvements.&lt;br /&gt;
|-&lt;br /&gt;
!bUseLSystem&lt;br /&gt;
|Unknown, is always 1.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Lists (Multi-line)===&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;s&amp;quot; (i.e. singular, rather than plural).&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:left&amp;quot; cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Tag Name&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
!PrereqNatureYields&lt;br /&gt;
|The amount of food, production, commerce that already has to be on the tile before the improvement can be built there. (note that a river adds one commerce and that a forest adds one production.)&lt;br /&gt;
|-&lt;br /&gt;
!YieldChanges&lt;br /&gt;
|The food, production, commerce changes that occur if this improvement has been built on a tile&lt;br /&gt;
|-&lt;br /&gt;
!TerrainMakesValid&lt;br /&gt;
|The specified terrain types on which this improvement can be built&lt;br /&gt;
|-&lt;br /&gt;
!FeatureMakesValid&lt;br /&gt;
|The specified feature types on which this improvement can be built&lt;br /&gt;
|-&lt;br /&gt;
!BonusTypeStructs&lt;br /&gt;
|The bonus resource(s) that allows the improvement to be built upon&lt;br /&gt;
|-&lt;br /&gt;
!ImprovementPillage&lt;br /&gt;
|If the improvement is pillaged, this lists what it is downgraded to. (Ex. A pillaged Cottage downgrades to a Hamlet.)&lt;br /&gt;
|-&lt;br /&gt;
!ImprovementUpgrade&lt;br /&gt;
|The improvement to which this one is upgraded after the iUpgradeTime is passed.&lt;br /&gt;
|-&lt;br /&gt;
!TechYieldChanges&lt;br /&gt;
|Food, production, commerce changes for the improvement after the specified tech has been researched.&lt;br /&gt;
|-&lt;br /&gt;
!RouteYieldChanges&lt;br /&gt;
|Food, production, commerce changes if a road or railroad was built on the improvement tile&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
&lt;br /&gt;
In the following example of code, please note that there is a specific order of all of the tags.  You &#039;&#039;must&#039;&#039; list the tags in this order for the game to properly interpret your file.&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;ImprovementInfo&amp;gt;&lt;br /&gt;
   &amp;lt;Type&amp;gt;IMPROVEMENT_FARM&amp;lt;/Type&amp;gt;&lt;br /&gt;
   &amp;lt;Description&amp;gt;TXT_KEY_IMPROVEMENT_FARM&amp;lt;/Description&amp;gt;&lt;br /&gt;
   &amp;lt;Civilopedia&amp;gt;TXT_KEY_IMPROVEMENT_FARM_PEDIA&amp;lt;/Civilopedia&amp;gt;&lt;br /&gt;
   &amp;lt;ArtDefineTag&amp;gt;ART_DEF_IMPROVEMENT_FARM&amp;lt;/ArtDefineTag&amp;gt;&lt;br /&gt;
    &amp;lt;PrereqNatureYields&amp;gt;&lt;br /&gt;
     &amp;lt;iYield&amp;gt;1&amp;lt;/iYield&amp;gt;&lt;br /&gt;
     &amp;lt;iYield&amp;gt;0&amp;lt;/iYield&amp;gt;&lt;br /&gt;
     &amp;lt;iYield&amp;gt;0&amp;lt;/iYield&amp;gt;&lt;br /&gt;
    &amp;lt;/PrereqNatureYields&amp;gt;&lt;br /&gt;
   &amp;lt;IrrigatedYieldChange&amp;gt;&lt;br /&gt;
    &amp;lt;iYield&amp;gt;1&amp;lt;/iYield&amp;gt;&lt;br /&gt;
    &amp;lt;iYield&amp;gt;0&amp;lt;/iYield&amp;gt;&lt;br /&gt;
    &amp;lt;iYield&amp;gt;0&amp;lt;/iYield&amp;gt;&lt;br /&gt;
   &amp;lt;/IrrigatedYieldChange&amp;gt;&lt;br /&gt;
   &amp;lt;bHillsMakesValid&amp;gt;0&amp;lt;/bHillsMakesValid&amp;gt;&lt;br /&gt;
   &amp;lt;bFreshWaterMakesValid&amp;gt;1&amp;lt;/bFreshWaterMakesValid&amp;gt;&lt;br /&gt;
   &amp;lt;bRiverSideMakesValid&amp;gt;0&amp;lt;/bRiverSideMakesValid&amp;gt;&lt;br /&gt;
   &amp;lt;bNoFreshWater&amp;gt;0&amp;lt;/bNoFreshWater&amp;gt;&lt;br /&gt;
   &amp;lt;bRequiresFlatlands&amp;gt;1&amp;lt;/bRequiresFlatlands&amp;gt;&lt;br /&gt;
   &amp;lt;bRequiresRiverSide&amp;gt;0&amp;lt;/bRequiresRiverSide&amp;gt;&lt;br /&gt;
   &amp;lt;bRequiresIrrigation&amp;gt;1&amp;lt;/bRequiresIrrigation&amp;gt;&lt;br /&gt;
   &amp;lt;bCarriesIrrigation&amp;gt;1&amp;lt;/bCarriesIrrigation&amp;gt;&lt;br /&gt;
   &amp;lt;bRequiresFeature&amp;gt;0&amp;lt;/bRequiresFeature&amp;gt;&lt;br /&gt;
   &amp;lt;bWater&amp;gt;0&amp;lt;/bWater&amp;gt;&lt;br /&gt;
   &amp;lt;bGoody&amp;gt;0&amp;lt;/bGoody&amp;gt;&lt;br /&gt;
   &amp;lt;bPermanent&amp;gt;0&amp;lt;/bPermanent&amp;gt;&lt;br /&gt;
   &amp;lt;bUseLSystem&amp;gt;1&amp;lt;/bUseLSystem&amp;gt;&lt;br /&gt;
   &amp;lt;iTilesPerGoody&amp;gt;0&amp;lt;/iTilesPerGoody&amp;gt;&lt;br /&gt;
   &amp;lt;iGoodyRange&amp;gt;0&amp;lt;/iGoodyRange&amp;gt;&lt;br /&gt;
   &amp;lt;iUpgradeTime&amp;gt;0&amp;lt;/iUpgradeTime&amp;gt;&lt;br /&gt;
   &amp;lt;iAirBombDefense&amp;gt;5&amp;lt;/iAirBombDefense&amp;gt;&lt;br /&gt;
   &amp;lt;iDefenseModifier&amp;gt;0&amp;lt;/iDefenseModifier&amp;gt;&lt;br /&gt;
   &amp;lt;iHappiness&amp;gt;0&amp;lt;/iHappiness&amp;gt;&lt;br /&gt;
   &amp;lt;iPillageGold&amp;gt;5&amp;lt;/iPillageGold&amp;gt;&lt;br /&gt;
   &amp;lt;TerrainMakesValids&amp;gt;&lt;br /&gt;
    &amp;lt;TerrainMakesValid&amp;gt;&lt;br /&gt;
     &amp;lt;TerrainType&amp;gt;TERRAIN_GRASS&amp;lt;/TerrainType&amp;gt;&lt;br /&gt;
     &amp;lt;bMakesValid&amp;gt;1&amp;lt;/bMakesValid&amp;gt;&lt;br /&gt;
    &amp;lt;/TerrainMakesValid&amp;gt;&lt;br /&gt;
    &amp;lt;TerrainMakesValid&amp;gt;&lt;br /&gt;
    &amp;lt;TerrainType&amp;gt;TERRAIN_PLAINS&amp;lt;/TerrainType&amp;gt;&lt;br /&gt;
    &amp;lt;bMakesValid&amp;gt;1&amp;lt;/bMakesValid&amp;gt;&lt;br /&gt;
    &amp;lt;/TerrainMakesValid&amp;gt;&lt;br /&gt;
   &amp;lt;/TerrainMakesValids&amp;gt;&lt;br /&gt;
   &amp;lt;FeatureMakesValids/&amp;gt;&lt;br /&gt;
   &amp;lt;BonusTypeStructs&amp;gt;&lt;br /&gt;
    &amp;lt;BonusTypeStruct&amp;gt;&lt;br /&gt;
      &amp;lt;BonusType&amp;gt;BONUS_CORN&amp;lt;/BonusType&amp;gt;&lt;br /&gt;
      &amp;lt;bBonusMakesValid&amp;gt;1&amp;lt;/bBonusMakesValid&amp;gt;&lt;br /&gt;
      &amp;lt;bBonusTrade&amp;gt;1&amp;lt;/bBonusTrade&amp;gt;&lt;br /&gt;
      &amp;lt;iDiscoverRand&amp;gt;0&amp;lt;/iDiscoverRand&amp;gt;&lt;br /&gt;
     &amp;lt;YieldChanges&amp;gt;&lt;br /&gt;
      &amp;lt;iYieldChange&amp;gt;2&amp;lt;/iYieldChange&amp;gt;&lt;br /&gt;
      &amp;lt;iYieldChange&amp;gt;0&amp;lt;/iYieldChange&amp;gt;&lt;br /&gt;
     &amp;lt;iYieldChange&amp;gt;0&amp;lt;/iYieldChange&amp;gt;&lt;br /&gt;
    &amp;lt;/YieldChanges&amp;gt;&lt;br /&gt;
    &amp;lt;/BonusTypeStruct&amp;gt;&lt;br /&gt;
   &amp;lt;/BonusTypeStructs&amp;gt;&lt;br /&gt;
   &amp;lt;ImprovementPillage/&amp;gt;&lt;br /&gt;
   &amp;lt;ImprovementUpgrade/&amp;gt;&lt;br /&gt;
   &amp;lt;TechYieldChanges&amp;gt;&lt;br /&gt;
    &amp;lt;TechYieldChange&amp;gt;&lt;br /&gt;
     &amp;lt;PrereqTech&amp;gt;TECH_BIOLOGY&amp;lt;/PrereqTech&amp;gt;&lt;br /&gt;
     &amp;lt;TechYields&amp;gt;&lt;br /&gt;
      &amp;lt;iYield&amp;gt;1&amp;lt;/iYield&amp;gt;&lt;br /&gt;
      &amp;lt;iYield&amp;gt;0&amp;lt;/iYield&amp;gt;&lt;br /&gt;
      &amp;lt;iYield&amp;gt;0&amp;lt;/iYield&amp;gt;&lt;br /&gt;
     &amp;lt;/TechYields&amp;gt;&lt;br /&gt;
    &amp;lt;/TechYieldChange&amp;gt;&lt;br /&gt;
   &amp;lt;/TechYieldChanges&amp;gt;&lt;br /&gt;
   &amp;lt;RouteYieldChanges/&amp;gt;&lt;br /&gt;
   &amp;lt;bGraphicalOnly&amp;gt;0&amp;lt;/bGraphicalOnly&amp;gt;&lt;br /&gt;
  &amp;lt;/ImprovementInfo&amp;gt;&lt;br /&gt;
{{Civ4_XML_Files}}&lt;/div&gt;</summary>
		<author><name>A morris</name></author>
	</entry>
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