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		<id>https://modiki.civfanatics.com/index.php?title=Civ4LeaderHeadInfos&amp;diff=5585</id>
		<title>Civ4LeaderHeadInfos</title>
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		<updated>2010-08-10T18:06:33Z</updated>

		<summary type="html">&lt;p&gt;Afforess: Clarifications&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Civ4LeaderHeadInfos&#039;&#039;&#039; file contains all the information related to each leader.&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;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Everything that affects attitude only applies to AI leaders, as humans don&#039;t have real attitudes.  Rather, the human&#039;s attitude is &#039;&#039;not&#039;&#039; decided by the computer!  You can find the personality values Firaxis gave each leader [http://www.asjotools.com/misc/CIV4LeaderHeadInfos.htm at this link].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tags==&lt;br /&gt;
===Headers===&lt;br /&gt;
&lt;br /&gt;
These tags typically bracket other tags, sometimes the entire file, and are generally used to specify more than one piece of data.&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;
!LeaderHeadInfo&lt;br /&gt;
|Main bracket for each entry&lt;br /&gt;
|-&lt;br /&gt;
!Type &lt;br /&gt;
|Label that is used throughout all other XML files&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&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;
!Description&lt;br /&gt;
|References the Text which contains the leader name. The text is specified in any of the Assets\XML\Text files. &lt;br /&gt;
|-&lt;br /&gt;
!Civilopedia&lt;br /&gt;
|References the Text which contains the civilopedia entry for this leader. The text is specified in any of the Assets\XML\Text files. &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;
!iWonderConstructRand&lt;br /&gt;
|A factor that determines how likely the AI leader will build world wonders &lt;br /&gt;
&lt;br /&gt;
(0 less likely; 50 very likely)&lt;br /&gt;
|-&lt;br /&gt;
!iBaseAttitude&lt;br /&gt;
|The base attitude value the leader has toward everyone else.&lt;br /&gt;
&lt;br /&gt;
(-1 unfriendly; 2 friendly)&lt;br /&gt;
|-&lt;br /&gt;
!iBasePeaceWeight&lt;br /&gt;
|The base value for the Peace Weight, which will be added to a random value (see iPeaceWeightRand). The more the Peace Weights are different between two leaders, the more the two leaders will be unfriendly toward each other.&lt;br /&gt;
&lt;br /&gt;
(0 warmonger; 10 peace lover)&lt;br /&gt;
|-&lt;br /&gt;
!iPeaceWeightRand&lt;br /&gt;
|The maximum random value for the Peace Weight, which will be added to a base value (see iBasePeaceWeight). The more the Peace Weights are different between two leaders, the more the two leaders will be unfriendly toward each other.&lt;br /&gt;
&lt;br /&gt;
(3 to everyone)&lt;br /&gt;
|-&lt;br /&gt;
!iWarmongerRespect&lt;br /&gt;
|Specifies how much relations are affected by warmonger attitudes. Given two leaders and the minimum value of their WarmongerRespect, this bonus applies to both.&lt;br /&gt;
(non warmonger 0; warmonger 2)&lt;br /&gt;
|-&lt;br /&gt;
!iEspionageWeight&lt;br /&gt;
|Sets how much the AI leader likes espionage (affects both the slider and the overall strategy).&lt;br /&gt;
&lt;br /&gt;
(50 doesn&#039;t like; 150 does like (most leaders are in the range of 90 - 120 but not all))&lt;br /&gt;
|-&lt;br /&gt;
!iRefuseToTalkWarThreshold&lt;br /&gt;
|A factor that affects how long an AI leader refuses to talk when at war.&lt;br /&gt;
&lt;br /&gt;
(5 more likely to talk; 12 less likely to talk)&lt;br /&gt;
|-&lt;br /&gt;
!iNoTechTradeThreshold&lt;br /&gt;
|An AI leader will stop trading a rival any technology, if he realizes that the rival is becoming too advanced, and this happens when the rival has received via trade a certain number of technologies. This value sets the number of technologies.&lt;br /&gt;
&lt;br /&gt;
(5 stops trading soon; 20 stops trading late (all 5 except Mansa Musa))&lt;br /&gt;
|-&lt;br /&gt;
!iTechTradeKnownPercent&lt;br /&gt;
|An AI leader will monopoly a technology (refusing to trade it) until the specified percent of rivals have acquired it.&lt;br /&gt;
(0 very likely to share techs; 100 very unlikely to share techs)&lt;br /&gt;
|-&lt;br /&gt;
!iMaxGoldTradePercent&lt;br /&gt;
|Affects how much of this AI leader&#039;s gold will be available for trade.&lt;br /&gt;
&lt;br /&gt;
(5 less gold; 20 more gold (all 5 except Louis XIV and Mansa Musa))&lt;br /&gt;
|-&lt;br /&gt;
!iMaxGoldPerTurnTradePercent&lt;br /&gt;
|Affects how much of this AI leader&#039;s gold per turn will be available for trade.&lt;br /&gt;
&lt;br /&gt;
(10 less gold; 15 more gold (most are 10))&lt;br /&gt;
|-&lt;br /&gt;
!iMaxWarRand&lt;br /&gt;
|A factor that affects how likely an AI leader will start a &amp;quot;total&amp;quot; war.&lt;br /&gt;
&lt;br /&gt;
(50 very likely; 400 unlikely)&lt;br /&gt;
|-&lt;br /&gt;
!iMaxWarNearbyPowerRatio&lt;br /&gt;
|Specifies the minimum power ratio (in percent) an AI leader must have with a nearby leader, to consider him a valid target for a &amp;quot;total&amp;quot; war.&lt;br /&gt;
&lt;br /&gt;
(80 the enemy must be weaker; 130 the enemy may be stronger)&lt;br /&gt;
|-&lt;br /&gt;
!iMaxWarDistantPowerRatio&lt;br /&gt;
|Specifies the minimum power ratio (in percent) an AI leader must have with a distant leader, to consider him a valid target for a &amp;quot;total&amp;quot; war.&lt;br /&gt;
&lt;br /&gt;
(30 the enemy must be far weaker; 100 the enemy may be up to as powerful as this leader)&lt;br /&gt;
|-&lt;br /&gt;
!iMaxWarMinAdjacentLandPercent&lt;br /&gt;
|Affects how much an adjacent rival can be target for a &amp;quot;total&amp;quot; war (specifying how many &amp;quot;adjacent land&amp;quot; tiles must be between the two empires)&lt;br /&gt;
&lt;br /&gt;
(0 even non adjacent; 4 requires a lot of adjacent land)&lt;br /&gt;
|-&lt;br /&gt;
!iLimitedWarRand&lt;br /&gt;
|A factor that affects how likely an AI leader will start a &amp;quot;limited&amp;quot; war.&lt;br /&gt;
&lt;br /&gt;
(40 very likely; 200 unlikely)&lt;br /&gt;
|-&lt;br /&gt;
!iLimitedWarPowerRatio&lt;br /&gt;
|Specifies the minimum power ratio (in percent) an AI leader must have with a leader, to consider him a valid target for a &amp;quot;limited&amp;quot; war.&lt;br /&gt;
&lt;br /&gt;
(80 the enemy must be weaker; 130 the enemy may be stronger)&lt;br /&gt;
|-&lt;br /&gt;
!iDogpileWarRand&lt;br /&gt;
|A factor that affects how likely an AI leader will start a war to &amp;quot;dogpile&amp;quot; an enemy (join an existing war against a common victim).&lt;br /&gt;
&lt;br /&gt;
(20 very likely; 100 less likely)&lt;br /&gt;
|-&lt;br /&gt;
!iMakePeaceRand&lt;br /&gt;
|Determines how likely an AI leader will try to stop a war he has started.&lt;br /&gt;
&lt;br /&gt;
(10 very likely; 120 unlikely)&lt;br /&gt;
|-&lt;br /&gt;
!iDeclareWarTradeRand&lt;br /&gt;
|Determines how likely an AI leader will try to bring other leaders at war with him against an enemy.&lt;br /&gt;
&lt;br /&gt;
(40 likely; 60 unlikely)&lt;br /&gt;
|-&lt;br /&gt;
!iDemandRebukedSneakProb&lt;br /&gt;
|The chance (in percent) an AI leader will start preparing a war against a weaker enemy who denied a request of tribute.&lt;br /&gt;
&lt;br /&gt;
(0 very unlikely; 100 very likely)&lt;br /&gt;
|-&lt;br /&gt;
!iDemandRebukedWarProb&lt;br /&gt;
|The chance (in percent) an AI leader will istantly declare war against a weaker enemy who denied a request of tribute.  (Note: this tage is not called by the SDK, but by Python: [[CvDiplomacy]]).&lt;br /&gt;
&lt;br /&gt;
(0 very unlikely; 50 likely)&lt;br /&gt;
|-&lt;br /&gt;
!iRazeCityProb&lt;br /&gt;
|Affects how likely an AI will raze enemy cities.&lt;br /&gt;
&lt;br /&gt;
(0 unlikely to raze; 75 likely to raze)&lt;br /&gt;
|-&lt;br /&gt;
!iBuildUnitProb&lt;br /&gt;
|Affects how many units an AI will tend to build.&lt;br /&gt;
&lt;br /&gt;
(15 very few units; 40 a lot of units)&lt;br /&gt;
|-&lt;br /&gt;
!iBaseAttackOddsChange&lt;br /&gt;
|Modifies the Attack odd chance, to make an AI think that a battle is more likely to be won, thus having him more likely to attack (without any real effect on the battle). The total modifier is: iBaseAttackOddsChange + rand(0, iAttackOddsChangeRand) + rand(0, iAttackOddsChangeRand)&lt;br /&gt;
&lt;br /&gt;
(0 (most leaders); 6 (Ragnar, Napoleon))&lt;br /&gt;
|-&lt;br /&gt;
!iAttackOddsChangeRand&lt;br /&gt;
|Modifies the Attack odd chance, to make an AI think that a battle is more likely to be won, thus having him more likely to attack (without any real effect on the battle). The total modifier is: iBaseAttackOddsChange + rand(0, iAttackOddsChangeRand) + rand(0, iAttackOddsChangeRand)&lt;br /&gt;
&lt;br /&gt;
(16 for barbarians; 8 for everyone else)&lt;br /&gt;
|-&lt;br /&gt;
!iWorseRankDifferenceAttitudeChange&lt;br /&gt;
|Affects how much relations between other leaders are affected by the others to be worse in rank.&lt;br /&gt;
&lt;br /&gt;
(-3 annoyed with the weaker; 1 very tolerant)&lt;br /&gt;
|-&lt;br /&gt;
!iBetterRankDifferenceAttitudeChange&lt;br /&gt;
|Affects how much relations between other leaders are affected by the others to be better in rank.&lt;br /&gt;
&lt;br /&gt;
(-1 indifferent; 4 friendly with the stronger)&lt;br /&gt;
|-&lt;br /&gt;
!iCloseBordersAttitudeChange&lt;br /&gt;
|Affects how much close borders cause tensions with other leaders&lt;br /&gt;
&lt;br /&gt;
(-4 hates close borders; 0 indifferent (the range used by Firaxis is -4 to -2))&lt;br /&gt;
|-&lt;br /&gt;
!iLostWarAttitudeChange&lt;br /&gt;
|An attitude modifier used during a war, when the AI leader has lost more battles than his enemy.&lt;br /&gt;
&lt;br /&gt;
(0 for barbarians; -1 for all the others)&lt;br /&gt;
|-&lt;br /&gt;
!iAtWarAttitudeDivisor&lt;br /&gt;
|Determines how fast a war builds up a bad attitude toward an enemy.&lt;br /&gt;
&lt;br /&gt;
(-5 for all; the higher the value, the slower the attitude changes)&lt;br /&gt;
|-&lt;br /&gt;
!iAtWarAttitudeChangeLimit&lt;br /&gt;
|Sets the maximum value for the bad attitude due to be at war.&lt;br /&gt;
&lt;br /&gt;
(5 for all)&lt;br /&gt;
|-&lt;br /&gt;
!iAtPeaceAttitudeDivisor&lt;br /&gt;
|Determines how fast a peace builds up a good attitude toward another leader.&lt;br /&gt;
&lt;br /&gt;
(60 for all; the higher the value, the slower the attitude changes)&lt;br /&gt;
|-&lt;br /&gt;
!iAtPeaceAttitudeChangeLimit&lt;br /&gt;
|Sets the maximum value for the good attitude due to be in peace.&lt;br /&gt;
&lt;br /&gt;
(1 for all; the higher the value, the higher the limit)&lt;br /&gt;
|-&lt;br /&gt;
!iSameReligionAttitudeChange&lt;br /&gt;
|The base attitude to have the same state religion as another leader.&lt;br /&gt;
&lt;br /&gt;
(1 for all)&lt;br /&gt;
|-&lt;br /&gt;
!iSameReligionAttitudeDivisor&lt;br /&gt;
|Determines how fast the same state religion builds up a good attitude toward another leader.&lt;br /&gt;
&lt;br /&gt;
(10 for all; the higher the value, the slower the attitude changes)&lt;br /&gt;
|-&lt;br /&gt;
!iSameReligionAttitudeChangeLimit&lt;br /&gt;
|Sets the maximum value for the good attitude due to have the same state religion.&lt;br /&gt;
&lt;br /&gt;
(1 almost doesn&#039;t care of state religion; 7 zealot)&lt;br /&gt;
|-&lt;br /&gt;
!iDifferentReligionAttitudeChange&lt;br /&gt;
|The base attitude to have a different state religions than another leader.&lt;br /&gt;
&lt;br /&gt;
(-2 zealot; 0 doesn&#039;t care of different religions)&lt;br /&gt;
|-&lt;br /&gt;
!iDifferentReligionAttitudeDivisor&lt;br /&gt;
|Determines how fast two different state religions builds up a bad attitude toward another leader.&lt;br /&gt;
&lt;br /&gt;
(-5 for all; the higher the absolute value, the slower the attitude changes)&lt;br /&gt;
|-&lt;br /&gt;
!iDifferentReligionAttitudeChangeLimit&lt;br /&gt;
|Sets the maximum value for the bad attitude due to have different state religions.&lt;br /&gt;
&lt;br /&gt;
(-1 to all; the higher the absolute value, the higher the limit)&lt;br /&gt;
|-&lt;br /&gt;
!iBonusTradeAttitudeDivisor&lt;br /&gt;
|Determines how fast trading bonus resources with another leader builds up a good attitude toward him.&lt;br /&gt;
&lt;br /&gt;
(50 to all; the higher the value, the slower the attitude changes)&lt;br /&gt;
|-&lt;br /&gt;
!iBonusTradeAttitudeChangeLimit&lt;br /&gt;
|Sets the maximum value for the good attitude due to trade bonus resources with another leader.&lt;br /&gt;
&lt;br /&gt;
(2 to all)&lt;br /&gt;
|-&lt;br /&gt;
!iOpenBordersAttitudeDivisor&lt;br /&gt;
|Determines how fast having open borders builds up a good attitude toward another leader.&lt;br /&gt;
&lt;br /&gt;
(25 for all; the higher the value, the slower the attitude changes)&lt;br /&gt;
|-&lt;br /&gt;
!iOpenBordersAttitudeChangeLimit&lt;br /&gt;
|Sets the maximum value for the good attitude due to have open borders with another leader.&lt;br /&gt;
&lt;br /&gt;
(2 for all)&lt;br /&gt;
|-&lt;br /&gt;
!iDefensivePactAttitudeChangeLimit&lt;br /&gt;
|Sets the maximum value for the good attitude due to have a defensive pact with another leader.&lt;br /&gt;
&lt;br /&gt;
(2 for all)&lt;br /&gt;
|-&lt;br /&gt;
!iDefensivePactAttitudeDivisor&lt;br /&gt;
|Determines how fast having a defensive pact builds up a good attitude toward another leader.&lt;br /&gt;
&lt;br /&gt;
(12 for all; the higher the value, the slower the attitude changes)&lt;br /&gt;
|-&lt;br /&gt;
!iShareWarAttitudeChange&lt;br /&gt;
|The base attitude for sharing a war with another leader against a common enemy.&lt;br /&gt;
&lt;br /&gt;
(1 for all)&lt;br /&gt;
|-&lt;br /&gt;
!iShareWarAttitudeDivisor&lt;br /&gt;
|Determines how fast sharing a war builds up a good attitude toward another leader.&lt;br /&gt;
&lt;br /&gt;
(8 for all; the higher the absolute value, the slower the attitude changes)&lt;br /&gt;
|-&lt;br /&gt;
!iShareWarAttitudeChangeLimit&lt;br /&gt;
|Sets the maximum value for the good attitude due to sharing a war with another leader against a common enemy.&lt;br /&gt;
&lt;br /&gt;
(2 doesn&#039;t care of alliances; 6 trusts his allies)&lt;br /&gt;
|-&lt;br /&gt;
!iFavoriteCivicAttitudeChange&lt;br /&gt;
|The base attitude for adopting the favorite civic of another leader.&lt;br /&gt;
&lt;br /&gt;
(1 for all)&lt;br /&gt;
|-&lt;br /&gt;
!iFavoriteCivicAttitudeDivisor&lt;br /&gt;
|Determines how fast adopting another leader&#039;s favorite civic builds up a good attitude toward him.&lt;br /&gt;
&lt;br /&gt;
(10 for all; the higher the absolute value, the slower the attitude changes)&lt;br /&gt;
|-&lt;br /&gt;
!iFavoriteCivicAttitudeChangeLimit&lt;br /&gt;
|Sets the maximum value for the good attitude due to adopting the favorite civic of another leader.&lt;br /&gt;
&lt;br /&gt;
(1 doesn&#039;t care of civics; 6 trusts who shares his way of thinking)&lt;br /&gt;
|-&lt;br /&gt;
!iFreedomAppreciation&lt;br /&gt;
|The bonus attitude for leaders who have given independence to another leader (when a colony is splitted).&lt;br /&gt;
&lt;br /&gt;
(10 for all)&lt;br /&gt;
|-&lt;br /&gt;
!iVassalPowerModifier&lt;br /&gt;
|Affects how much a leader can resist before he accepts to be vassal of someone else.&lt;br /&gt;
&lt;br /&gt;
(-20 easy to capitulate; 50 extremely hard to capitulate)&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;
!ContactDelays&lt;br /&gt;
|How many turns an AI leader must wait before contacting again another leader for a particular reason. The possible values for reasons are defined both in the GlobalTypes.xml file (in the section ContactTypes), and in the SDK.&lt;br /&gt;
&lt;br /&gt;
(10; 50)&lt;br /&gt;
|-&lt;br /&gt;
!ContactRands&lt;br /&gt;
|How likely an AI leader may contact another leader for a particular reason. The possible values for reasons are defined both in the GlobalTypes.xml file (in the section ContactTypes), and in the SDK.&lt;br /&gt;
&lt;br /&gt;
(2 extremely likely; 10000 almost never)&lt;br /&gt;
|-&lt;br /&gt;
!DiplomacyIntroMusicPeace&lt;br /&gt;
|Specifies the music to be played as intro in diplomacy in each game era, when in peace. Values for eras are defined in the GameInfo\Civ4EraInfos file. Music entries are defined in the Audio\Audio2DScripts.xml file.&lt;br /&gt;
|-&lt;br /&gt;
!DiplomacyIntroMusicWar&lt;br /&gt;
|Specifies the music to be played as intro in diplomacy in each game era, when at war. Values for eras are defined in the GameInfo\Civ4EraInfos file. Music entries are defined in the Audio\Audio2DScripts.xml file.&lt;br /&gt;
|-&lt;br /&gt;
!DiplomacyMusicPeace&lt;br /&gt;
|Specifies the music to be played in diplomacy in each game era, when in peace. Values for eras are defined in the GameInfo\Civ4EraInfos file. Music entries are defined in the Audio\Audio2DScripts.xml file.&lt;br /&gt;
|-&lt;br /&gt;
!DiplomacyMusicWar&lt;br /&gt;
|Specifies the music to be played in diplomacy in each game era, when at war. Values for eras are defined in the GameInfo\Civ4EraInfos file. Music entries are defined in the Audio\Audio2DScripts.xml file.&lt;br /&gt;
|-&lt;br /&gt;
!Flavors&lt;br /&gt;
|The list of flavors for this leader, and their weights. Flavors make the leader prefer some aspects (gold, culture, military,...) when choosing technologies, buildings, and so on. Possible values for flavors are defined in the GlobalTypes.xml, in the section FlavorTypes.&lt;br /&gt;
|-&lt;br /&gt;
!ImprovementWeightModifiers&lt;br /&gt;
|Modifies the weight for an AI leader to prefer some land improvements. The possible values for ImprovementType are defined in the Terrain\CIV4ImprovementInfos.xml file.&lt;br /&gt;
&lt;br /&gt;
(20 for each type)&lt;br /&gt;
|-&lt;br /&gt;
!MemoryAttitudePercents&lt;br /&gt;
|How much past events affect attitude of this leader (in percent). The possible values for event types are defined both in the BasicInfos\CIV4MemoryInfos.xml file, and in the SDK.&lt;br /&gt;
&lt;br /&gt;
(These are percentages. 100 = +1 attitude, -500 = -5 attitude)&lt;br /&gt;
|-&lt;br /&gt;
!MemoryDecays&lt;br /&gt;
|How likely is an AI leader to forget past events. The XML value is the denominator of a fractional value. The numorator is randomly generated, between 0 and the XML value. This function is checked for each new turn. If the randomly generated value is 0 that turn, the AI will forget one point for that diplomacy type. This is a [http://en.wikipedia.org/wiki/Binomial_distribution binomial distribution].&lt;br /&gt;
&lt;br /&gt;
For example, setting the value to 20 for &amp;quot;MEMORY_MADE_DEMAND_RECENT&amp;quot; will cause the game to generate a value between 0 and 20, and divide it by 20. If it turns out to be 0/20, the AI will forget a one point of diplomacy for the &amp;quot;You made an arrogant demand!&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!NoWarAttitudeProbs&lt;br /&gt;
|Specifies the chance an AI leader will reconsider a war plan, based on his attitude toward the potential victim.&lt;br /&gt;
&lt;br /&gt;
(0 will never reconsider; 100 will always reconsider and never declare)&lt;br /&gt;
|-&lt;br /&gt;
!Traits&lt;br /&gt;
|The list of traits of this leader. The possible values are defined in the Civilizations\CIV4TraitInfos.xml file.&lt;br /&gt;
|-&lt;br /&gt;
!UnitAIWeightModifiers&lt;br /&gt;
|Modifies the weight for an AI leader to prefer some unit types. The possible values for UnitAIType are defined in the BasicInfos\CIV4BasicInfos.xml file, in the section UnitAIInfos.&lt;br /&gt;
&lt;br /&gt;
(100 for each type)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
&lt;br /&gt;
These tags &#039;&#039;must&#039;&#039; be included when writing new entries, or the game will crash or otherwise malfunction.&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;
!DemandTributeAttitudeThreshold&lt;br /&gt;
|An AI leader won&#039;t request tribute to a human leader, if he exceeds this attitude. (the AI will consider the human leader&#039;s DemandTributeAttitudeThreshold attribute).&lt;br /&gt;
|-&lt;br /&gt;
!NoGiveHelpAttitudeThreshold&lt;br /&gt;
|An AI leader may give help to a human leader, if he exceeds this attitude. (the AI will consider the human leader&#039;s NoGiveHelpAttitudeThreshold attribute).&lt;br /&gt;
|-&lt;br /&gt;
!TechRefuseAttitudeThreshold&lt;br /&gt;
|An AI will refuse to share his technologies, unless the trading partner will exceed this attitude.&lt;br /&gt;
|-&lt;br /&gt;
!StrategicBonusRefuseAttitudeThreshold&lt;br /&gt;
|An AI will refuse to trade strategic bonus resources, unless the trading partner will exceed this attitude.&lt;br /&gt;
|-&lt;br /&gt;
!HappinessBonusRefuseAttitudeThreshold&lt;br /&gt;
|An AI will refuse to trade happiness bonus resources, unless the trading partner will exceed this attitude.&lt;br /&gt;
|-&lt;br /&gt;
!HealthBonusRefuseAttitudeThreshold&lt;br /&gt;
|An AI will refuse to trade health bonus resources, unless the trading partner will exceed this attitude.&lt;br /&gt;
|-&lt;br /&gt;
!MapRefuseAttitudeThreshold&lt;br /&gt;
|An AI will refuse to trade his map, unless the trading partner will exceed this attitude.&lt;br /&gt;
|-&lt;br /&gt;
!DeclareWarRefuseAttitudeThreshold&lt;br /&gt;
|An AI will refuse to declare war to another leader, unless the trading partner will exceed this attitude.&lt;br /&gt;
|-&lt;br /&gt;
!DeclareWarThemRefuseAttitudeThreshold&lt;br /&gt;
|An AI will refuse to declare war to another leader, if the potential target exceeds this attitude.&lt;br /&gt;
|-&lt;br /&gt;
!StopTradingRefuseAttitudeThreshold&lt;br /&gt;
|An AI will refuse to stop trading with another leader, unless the trading partner will exceed this attitude.&lt;br /&gt;
|-&lt;br /&gt;
!StopTradingThemRefuseAttitudeThreshold&lt;br /&gt;
|An AI will refuse to stop trading with another leader, if the potential target exceeds this attitude.&lt;br /&gt;
|-&lt;br /&gt;
!AdoptCivicRefuseAttitudeThreshold&lt;br /&gt;
|An AI will refuse to change his civics, unless the trading partner will exceed this attitude.&lt;br /&gt;
|-&lt;br /&gt;
!ConvertReligionRefuseAttitudeThreshold&lt;br /&gt;
|An AI will refuse to change his state religion, unless the trading partner will exceed this attitude.&lt;br /&gt;
|-&lt;br /&gt;
!OpenBordersRefuseAttitudeThreshold&lt;br /&gt;
|An AI will refuse to open his borders with another leader, unless the trading partner will exceed this attitude.&lt;br /&gt;
|-&lt;br /&gt;
!DefensivePactRefuseAttitudeThreshold&lt;br /&gt;
|An AI will refuse a defensive pact with another leader, unless the trading partner will exceed this attitude.&lt;br /&gt;
|-&lt;br /&gt;
!PermanentAllianceRefuseAttitudeThreshold&lt;br /&gt;
|An AI will refuse a permanent alliance with another leader, unless the trading partner will exceed this attitude.&lt;br /&gt;
|-&lt;br /&gt;
!VassalRefuseAttitudeThreshold&lt;br /&gt;
|An AI will refuse a to be vassal of another leader, unless the trading partner will exceed this attitude.&lt;br /&gt;
|-&lt;br /&gt;
!FavoriteCivic&lt;br /&gt;
|The civic this AI leader prefers. When he is running this civic, he will refuse to switch any civic.&lt;br /&gt;
|-&lt;br /&gt;
!FavoriteReligion&lt;br /&gt;
|The religion this AI leader prefers.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Art===&lt;br /&gt;
&lt;br /&gt;
These tags are directly related to the rendering of art for the entry.&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;
!ArtDefineTag&lt;br /&gt;
|Reference the graphic set to be used for this leader (his button image, and his animation). The possible values are defined in the Assets\XML\Art\CIV4ArtDefines_Leaderhead.xml file.&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;LeaderHeadInfo&amp;gt;&lt;br /&gt;
   &amp;lt;Type&amp;gt;LEADER_BISMARCK&amp;lt;/Type&amp;gt;&lt;br /&gt;
   &amp;lt;Description&amp;gt;TXT_KEY_LEADER_BISMARCK&amp;lt;/Description&amp;gt;&lt;br /&gt;
   &amp;lt;Civilopedia&amp;gt;TXT_KEY_LEADER_BISMARCK_PEDIA&amp;lt;/Civilopedia&amp;gt;&lt;br /&gt;
   &amp;lt;ArtDefineTag&amp;gt;ART_DEF_LEADER_BISMARCK&amp;lt;/ArtDefineTag&amp;gt;&lt;br /&gt;
   &amp;lt;iWonderConstructRand&amp;gt;30&amp;lt;/iWonderConstructRand&amp;gt;&lt;br /&gt;
   &amp;lt;iBaseAttitude&amp;gt;1&amp;lt;/iBaseAttitude&amp;gt;&lt;br /&gt;
   &amp;lt;iBasePeaceWeight&amp;gt;6&amp;lt;/iBasePeaceWeight&amp;gt;&lt;br /&gt;
   &amp;lt;iPeaceWeightRand&amp;gt;3&amp;lt;/iPeaceWeightRand&amp;gt;&lt;br /&gt;
   &amp;lt;iWarmongerRespect&amp;gt;1&amp;lt;/iWarmongerRespect&amp;gt;&lt;br /&gt;
   &amp;lt;iEspionageWeight&amp;gt;120&amp;lt;/iEspionageWeight&amp;gt;&lt;br /&gt;
   &amp;lt;iRefuseToTalkWarThreshold&amp;gt;8&amp;lt;/iRefuseToTalkWarThreshold&amp;gt;&lt;br /&gt;
   &amp;lt;iNoTechTradeThreshold&amp;gt;5&amp;lt;/iNoTechTradeThreshold&amp;gt;&lt;br /&gt;
   &amp;lt;iTechTradeKnownPercent&amp;gt;70&amp;lt;/iTechTradeKnownPercent&amp;gt;&lt;br /&gt;
   &amp;lt;iMaxGoldTradePercent&amp;gt;5&amp;lt;/iMaxGoldTradePercent&amp;gt;&lt;br /&gt;
   &amp;lt;iMaxGoldPerTurnTradePercent&amp;gt;10&amp;lt;/iMaxGoldPerTurnTradePercent&amp;gt;&lt;br /&gt;
   &amp;lt;iMaxWarRand&amp;gt;200&amp;lt;/iMaxWarRand&amp;gt;&lt;br /&gt;
   &amp;lt;iMaxWarNearbyPowerRatio&amp;gt;100&amp;lt;/iMaxWarNearbyPowerRatio&amp;gt;&lt;br /&gt;
   &amp;lt;iMaxWarDistantPowerRatio&amp;gt;50&amp;lt;/iMaxWarDistantPowerRatio&amp;gt;&lt;br /&gt;
   &amp;lt;iMaxWarMinAdjacentLandPercent&amp;gt;0&amp;lt;/iMaxWarMinAdjacentLandPercent&amp;gt;&lt;br /&gt;
   &amp;lt;iLimitedWarRand&amp;gt;120&amp;lt;/iLimitedWarRand&amp;gt;&lt;br /&gt;
   &amp;lt;iLimitedWarPowerRatio&amp;gt;90&amp;lt;/iLimitedWarPowerRatio&amp;gt;&lt;br /&gt;
   &amp;lt;iDogpileWarRand&amp;gt;100&amp;lt;/iDogpileWarRand&amp;gt;&lt;br /&gt;
   &amp;lt;iMakePeaceRand&amp;gt;20&amp;lt;/iMakePeaceRand&amp;gt;&lt;br /&gt;
   &amp;lt;iDeclareWarTradeRand&amp;gt;40&amp;lt;/iDeclareWarTradeRand&amp;gt;&lt;br /&gt;
   &amp;lt;iDemandRebukedSneakProb&amp;gt;20&amp;lt;/iDemandRebukedSneakProb&amp;gt;&lt;br /&gt;
   &amp;lt;iDemandRebukedWarProb&amp;gt;25&amp;lt;/iDemandRebukedWarProb&amp;gt;&lt;br /&gt;
   &amp;lt;iRazeCityProb&amp;gt;0&amp;lt;/iRazeCityProb&amp;gt;&lt;br /&gt;
   &amp;lt;iBuildUnitProb&amp;gt;30&amp;lt;/iBuildUnitProb&amp;gt;&lt;br /&gt;
   &amp;lt;iBaseAttackOddsChange&amp;gt;0&amp;lt;/iBaseAttackOddsChange&amp;gt;&lt;br /&gt;
   &amp;lt;iAttackOddsChangeRand&amp;gt;8&amp;lt;/iAttackOddsChangeRand&amp;gt;&lt;br /&gt;
   &amp;lt;iWorseRankDifferenceAttitudeChange&amp;gt;-1&amp;lt;/iWorseRankDifferenceAttitudeChange&amp;gt;&lt;br /&gt;
   &amp;lt;iBetterRankDifferenceAttitudeChange&amp;gt;0&amp;lt;/iBetterRankDifferenceAttitudeChange&amp;gt;&lt;br /&gt;
   &amp;lt;iCloseBordersAttitudeChange&amp;gt;-4&amp;lt;/iCloseBordersAttitudeChange&amp;gt;&lt;br /&gt;
   &amp;lt;iLostWarAttitudeChange&amp;gt;-1&amp;lt;/iLostWarAttitudeChange&amp;gt;&lt;br /&gt;
   &amp;lt;iAtWarAttitudeDivisor&amp;gt;-5&amp;lt;/iAtWarAttitudeDivisor&amp;gt;&lt;br /&gt;
   &amp;lt;iAtWarAttitudeChangeLimit&amp;gt;5&amp;lt;/iAtWarAttitudeChangeLimit&amp;gt;&lt;br /&gt;
   &amp;lt;iAtPeaceAttitudeDivisor&amp;gt;60&amp;lt;/iAtPeaceAttitudeDivisor&amp;gt;&lt;br /&gt;
   &amp;lt;iAtPeaceAttitudeChangeLimit&amp;gt;1&amp;lt;/iAtPeaceAttitudeChangeLimit&amp;gt;&lt;br /&gt;
   &amp;lt;iSameReligionAttitudeChange&amp;gt;1&amp;lt;/iSameReligionAttitudeChange&amp;gt;&lt;br /&gt;
   &amp;lt;iSameReligionAttitudeDivisor&amp;gt;10&amp;lt;/iSameReligionAttitudeDivisor&amp;gt;&lt;br /&gt;
   &amp;lt;iSameReligionAttitudeChangeLimit&amp;gt;3&amp;lt;/iSameReligionAttitudeChangeLimit&amp;gt;&lt;br /&gt;
   &amp;lt;iDifferentReligionAttitudeChange&amp;gt;0&amp;lt;/iDifferentReligionAttitudeChange&amp;gt;&lt;br /&gt;
   &amp;lt;iDifferentReligionAttitudeDivisor&amp;gt;-5&amp;lt;/iDifferentReligionAttitudeDivisor&amp;gt;&lt;br /&gt;
   &amp;lt;iDifferentReligionAttitudeChangeLimit&amp;gt;-1&amp;lt;/iDifferentReligionAttitudeChangeLimit&amp;gt;&lt;br /&gt;
   &amp;lt;iBonusTradeAttitudeDivisor&amp;gt;50&amp;lt;/iBonusTradeAttitudeDivisor&amp;gt;&lt;br /&gt;
   &amp;lt;iBonusTradeAttitudeChangeLimit&amp;gt;2&amp;lt;/iBonusTradeAttitudeChangeLimit&amp;gt;&lt;br /&gt;
   &amp;lt;iOpenBordersAttitudeDivisor&amp;gt;25&amp;lt;/iOpenBordersAttitudeDivisor&amp;gt;&lt;br /&gt;
   &amp;lt;iOpenBordersAttitudeChangeLimit&amp;gt;2&amp;lt;/iOpenBordersAttitudeChangeLimit&amp;gt;&lt;br /&gt;
   &amp;lt;iDefensivePactAttitudeDivisor&amp;gt;12&amp;lt;/iDefensivePactAttitudeDivisor&amp;gt;&lt;br /&gt;
   &amp;lt;iDefensivePactAttitudeChangeLimit&amp;gt;2&amp;lt;/iDefensivePactAttitudeChangeLimit&amp;gt;&lt;br /&gt;
   &amp;lt;iShareWarAttitudeChange&amp;gt;1&amp;lt;/iShareWarAttitudeChange&amp;gt;&lt;br /&gt;
   &amp;lt;iShareWarAttitudeDivisor&amp;gt;8&amp;lt;/iShareWarAttitudeDivisor&amp;gt;&lt;br /&gt;
   &amp;lt;iShareWarAttitudeChangeLimit&amp;gt;3&amp;lt;/iShareWarAttitudeChangeLimit&amp;gt;&lt;br /&gt;
   &amp;lt;iFavoriteCivicAttitudeChange&amp;gt;1&amp;lt;/iFavoriteCivicAttitudeChange&amp;gt;&lt;br /&gt;
   &amp;lt;iFavoriteCivicAttitudeDivisor&amp;gt;10&amp;lt;/iFavoriteCivicAttitudeDivisor&amp;gt;&lt;br /&gt;
   &amp;lt;iFavoriteCivicAttitudeChangeLimit&amp;gt;2&amp;lt;/iFavoriteCivicAttitudeChangeLimit&amp;gt;&lt;br /&gt;
   &amp;lt;DemandTributeAttitudeThreshold&amp;gt;ATTITUDE_CAUTIOUS&amp;lt;/DemandTributeAttitudeThreshold&amp;gt;&lt;br /&gt;
   &amp;lt;NoGiveHelpAttitudeThreshold&amp;gt;ATTITUDE_CAUTIOUS&amp;lt;/NoGiveHelpAttitudeThreshold&amp;gt;&lt;br /&gt;
   &amp;lt;TechRefuseAttitudeThreshold&amp;gt;ATTITUDE_ANNOYED&amp;lt;/TechRefuseAttitudeThreshold&amp;gt;&lt;br /&gt;
   &amp;lt;StrategicBonusRefuseAttitudeThreshold&amp;gt;ATTITUDE_CAUTIOUS&amp;lt;/StrategicBonusRefuseAttitudeThreshold&amp;gt;&lt;br /&gt;
   &amp;lt;HappinessBonusRefuseAttitudeThreshold&amp;gt;ATTITUDE_ANNOYED&amp;lt;/HappinessBonusRefuseAttitudeThreshold&amp;gt;&lt;br /&gt;
   &amp;lt;HealthBonusRefuseAttitudeThreshold&amp;gt;ATTITUDE_FURIOUS&amp;lt;/HealthBonusRefuseAttitudeThreshold&amp;gt;&lt;br /&gt;
   &amp;lt;MapRefuseAttitudeThreshold&amp;gt;ATTITUDE_CAUTIOUS&amp;lt;/MapRefuseAttitudeThreshold&amp;gt;&lt;br /&gt;
   &amp;lt;DeclareWarRefuseAttitudeThreshold&amp;gt;ATTITUDE_CAUTIOUS&amp;lt;/DeclareWarRefuseAttitudeThreshold&amp;gt;&lt;br /&gt;
   &amp;lt;DeclareWarThemRefuseAttitudeThreshold&amp;gt;ATTITUDE_PLEASED&amp;lt;/DeclareWarThemRefuseAttitudeThreshold&amp;gt;&lt;br /&gt;
   &amp;lt;StopTradingRefuseAttitudeThreshold&amp;gt;ATTITUDE_CAUTIOUS&amp;lt;/StopTradingRefuseAttitudeThreshold&amp;gt;&lt;br /&gt;
   &amp;lt;StopTradingThemRefuseAttitudeThreshold&amp;gt;ATTITUDE_ANNOYED&amp;lt;/StopTradingThemRefuseAttitudeThreshold&amp;gt;&lt;br /&gt;
   &amp;lt;AdoptCivicRefuseAttitudeThreshold&amp;gt;ATTITUDE_CAUTIOUS&amp;lt;/AdoptCivicRefuseAttitudeThreshold&amp;gt;&lt;br /&gt;
   &amp;lt;ConvertReligionRefuseAttitudeThreshold&amp;gt;ATTITUDE_CAUTIOUS&amp;lt;/ConvertReligionRefuseAttitudeThreshold&amp;gt;&lt;br /&gt;
   &amp;lt;OpenBordersRefuseAttitudeThreshold&amp;gt;ATTITUDE_ANNOYED&amp;lt;/OpenBordersRefuseAttitudeThreshold&amp;gt;&lt;br /&gt;
   &amp;lt;DefensivePactRefuseAttitudeThreshold&amp;gt;ATTITUDE_PLEASED&amp;lt;/DefensivePactRefuseAttitudeThreshold&amp;gt;&lt;br /&gt;
   &amp;lt;PermanentAllianceRefuseAttitudeThreshold&amp;gt;ATTITUDE_PLEASED&amp;lt;/PermanentAllianceRefuseAttitudeThreshold&amp;gt;&lt;br /&gt;
   &amp;lt;VassalRefuseAttitudeThreshold&amp;gt;ATTITUDE_PLEASED&amp;lt;/VassalRefuseAttitudeThreshold&amp;gt;&lt;br /&gt;
   &amp;lt;iVassalPowerModifier&amp;gt;0&amp;lt;/iVassalPowerModifier&amp;gt;&lt;br /&gt;
   &amp;lt;iFreedomAppreciation&amp;gt;10&amp;lt;/iFreedomAppreciation&amp;gt;&lt;br /&gt;
   &amp;lt;FavoriteCivic&amp;gt;CIVIC_NATIONHOOD&amp;lt;/FavoriteCivic&amp;gt;&lt;br /&gt;
   &amp;lt;FavoriteReligion&amp;gt;RELIGION_CHRISTIANITY&amp;lt;/FavoriteReligion&amp;gt;&lt;br /&gt;
   &amp;lt;Traits&amp;gt;&lt;br /&gt;
    &amp;lt;Trait&amp;gt;&lt;br /&gt;
     &amp;lt;TraitType&amp;gt;TRAIT_EXPANSIVE&amp;lt;/TraitType&amp;gt;&lt;br /&gt;
     &amp;lt;bTrait&amp;gt;1&amp;lt;/bTrait&amp;gt;&lt;br /&gt;
    &amp;lt;/Trait&amp;gt;&lt;br /&gt;
    &amp;lt;Trait&amp;gt;&lt;br /&gt;
     &amp;lt;TraitType&amp;gt;TRAIT_INDUSTRIOUS&amp;lt;/TraitType&amp;gt;&lt;br /&gt;
     &amp;lt;bTrait&amp;gt;1&amp;lt;/bTrait&amp;gt;&lt;br /&gt;
    &amp;lt;/Trait&amp;gt;&lt;br /&gt;
   &amp;lt;/Traits&amp;gt;&lt;br /&gt;
   &amp;lt;Flavors&amp;gt;&lt;br /&gt;
    &amp;lt;Flavor&amp;gt;&lt;br /&gt;
     &amp;lt;FlavorType&amp;gt;FLAVOR_MILITARY&amp;lt;/FlavorType&amp;gt;&lt;br /&gt;
     &amp;lt;iFlavor&amp;gt;10&amp;lt;/iFlavor&amp;gt;&lt;br /&gt;
    &amp;lt;/Flavor&amp;gt;&lt;br /&gt;
   &amp;lt;/Flavors&amp;gt;&lt;br /&gt;
   &amp;lt;ContactRands&amp;gt;&lt;br /&gt;
    &amp;lt;ContactRand&amp;gt;&lt;br /&gt;
     &amp;lt;ContactType&amp;gt;CONTACT_RELIGION_PRESSURE&amp;lt;/ContactType&amp;gt;&lt;br /&gt;
     &amp;lt;iContactRand&amp;gt;500&amp;lt;/iContactRand&amp;gt;&lt;br /&gt;
    &amp;lt;/ContactRand&amp;gt;&lt;br /&gt;
    &amp;lt;ContactRand&amp;gt;&lt;br /&gt;
     &amp;lt;ContactType&amp;gt;CONTACT_CIVIC_PRESSURE&amp;lt;/ContactType&amp;gt;&lt;br /&gt;
     &amp;lt;iContactRand&amp;gt;1000&amp;lt;/iContactRand&amp;gt;&lt;br /&gt;
    &amp;lt;/ContactRand&amp;gt;&lt;br /&gt;
    &amp;lt;ContactRand&amp;gt;&lt;br /&gt;
     &amp;lt;ContactType&amp;gt;CONTACT_JOIN_WAR&amp;lt;/ContactType&amp;gt;&lt;br /&gt;
     &amp;lt;iContactRand&amp;gt;20&amp;lt;/iContactRand&amp;gt;&lt;br /&gt;
    &amp;lt;/ContactRand&amp;gt;&lt;br /&gt;
    &amp;lt;ContactRand&amp;gt;&lt;br /&gt;
     &amp;lt;ContactType&amp;gt;CONTACT_STOP_TRADING&amp;lt;/ContactType&amp;gt;&lt;br /&gt;
     &amp;lt;iContactRand&amp;gt;50&amp;lt;/iContactRand&amp;gt;&lt;br /&gt;
    &amp;lt;/ContactRand&amp;gt;&lt;br /&gt;
    &amp;lt;ContactRand&amp;gt;&lt;br /&gt;
     &amp;lt;ContactType&amp;gt;CONTACT_GIVE_HELP&amp;lt;/ContactType&amp;gt;&lt;br /&gt;
     &amp;lt;iContactRand&amp;gt;500&amp;lt;/iContactRand&amp;gt;&lt;br /&gt;
    &amp;lt;/ContactRand&amp;gt;&lt;br /&gt;
    &amp;lt;ContactRand&amp;gt;&lt;br /&gt;
     &amp;lt;ContactType&amp;gt;CONTACT_ASK_FOR_HELP&amp;lt;/ContactType&amp;gt;&lt;br /&gt;
     &amp;lt;iContactRand&amp;gt;100&amp;lt;/iContactRand&amp;gt;&lt;br /&gt;
    &amp;lt;/ContactRand&amp;gt;&lt;br /&gt;
    &amp;lt;ContactRand&amp;gt;&lt;br /&gt;
     &amp;lt;ContactType&amp;gt;CONTACT_DEMAND_TRIBUTE&amp;lt;/ContactType&amp;gt;&lt;br /&gt;
     &amp;lt;iContactRand&amp;gt;250&amp;lt;/iContactRand&amp;gt;&lt;br /&gt;
    &amp;lt;/ContactRand&amp;gt;&lt;br /&gt;
    &amp;lt;ContactRand&amp;gt;&lt;br /&gt;
     &amp;lt;ContactType&amp;gt;CONTACT_OPEN_BORDERS&amp;lt;/ContactType&amp;gt;&lt;br /&gt;
     &amp;lt;iContactRand&amp;gt;20&amp;lt;/iContactRand&amp;gt;&lt;br /&gt;
    &amp;lt;/ContactRand&amp;gt;&lt;br /&gt;
    &amp;lt;ContactRand&amp;gt;&lt;br /&gt;
     &amp;lt;ContactType&amp;gt;CONTACT_DEFENSIVE_PACT&amp;lt;/ContactType&amp;gt;&lt;br /&gt;
     &amp;lt;iContactRand&amp;gt;80&amp;lt;/iContactRand&amp;gt;&lt;br /&gt;
    &amp;lt;/ContactRand&amp;gt;&lt;br /&gt;
    &amp;lt;ContactRand&amp;gt;&lt;br /&gt;
     &amp;lt;ContactType&amp;gt;CONTACT_PERMANENT_ALLIANCE&amp;lt;/ContactType&amp;gt;&lt;br /&gt;
     &amp;lt;iContactRand&amp;gt;80&amp;lt;/iContactRand&amp;gt;&lt;br /&gt;
    &amp;lt;/ContactRand&amp;gt;&lt;br /&gt;
    &amp;lt;ContactRand&amp;gt;&lt;br /&gt;
     &amp;lt;ContactType&amp;gt;CONTACT_PEACE_TREATY&amp;lt;/ContactType&amp;gt;&lt;br /&gt;
     &amp;lt;iContactRand&amp;gt;20&amp;lt;/iContactRand&amp;gt;&lt;br /&gt;
    &amp;lt;/ContactRand&amp;gt;&lt;br /&gt;
    &amp;lt;ContactRand&amp;gt;&lt;br /&gt;
     &amp;lt;ContactType&amp;gt;CONTACT_TRADE_TECH&amp;lt;/ContactType&amp;gt;&lt;br /&gt;
     &amp;lt;iContactRand&amp;gt;10&amp;lt;/iContactRand&amp;gt;&lt;br /&gt;
    &amp;lt;/ContactRand&amp;gt;&lt;br /&gt;
    &amp;lt;ContactRand&amp;gt;&lt;br /&gt;
     &amp;lt;ContactType&amp;gt;CONTACT_TRADE_BONUS&amp;lt;/ContactType&amp;gt;&lt;br /&gt;
     &amp;lt;iContactRand&amp;gt;10&amp;lt;/iContactRand&amp;gt;&lt;br /&gt;
    &amp;lt;/ContactRand&amp;gt;&lt;br /&gt;
    &amp;lt;ContactRand&amp;gt;&lt;br /&gt;
     &amp;lt;ContactType&amp;gt;CONTACT_TRADE_MAP&amp;lt;/ContactType&amp;gt;&lt;br /&gt;
     &amp;lt;iContactRand&amp;gt;20&amp;lt;/iContactRand&amp;gt;&lt;br /&gt;
    &amp;lt;/ContactRand&amp;gt;&lt;br /&gt;
   &amp;lt;/ContactRands&amp;gt;&lt;br /&gt;
   &amp;lt;ContactDelays&amp;gt;&lt;br /&gt;
    &amp;lt;ContactDelay&amp;gt;&lt;br /&gt;
     &amp;lt;ContactType&amp;gt;CONTACT_RELIGION_PRESSURE&amp;lt;/ContactType&amp;gt;&lt;br /&gt;
     &amp;lt;iContactDelay&amp;gt;50&amp;lt;/iContactDelay&amp;gt;&lt;br /&gt;
    &amp;lt;/ContactDelay&amp;gt;&lt;br /&gt;
    &amp;lt;ContactDelay&amp;gt;&lt;br /&gt;
     &amp;lt;ContactType&amp;gt;CONTACT_CIVIC_PRESSURE&amp;lt;/ContactType&amp;gt;&lt;br /&gt;
     &amp;lt;iContactDelay&amp;gt;50&amp;lt;/iContactDelay&amp;gt;&lt;br /&gt;
    &amp;lt;/ContactDelay&amp;gt;&lt;br /&gt;
    &amp;lt;ContactDelay&amp;gt;&lt;br /&gt;
     &amp;lt;ContactType&amp;gt;CONTACT_JOIN_WAR&amp;lt;/ContactType&amp;gt;&lt;br /&gt;
     &amp;lt;iContactDelay&amp;gt;20&amp;lt;/iContactDelay&amp;gt;&lt;br /&gt;
    &amp;lt;/ContactDelay&amp;gt;&lt;br /&gt;
    &amp;lt;ContactDelay&amp;gt;&lt;br /&gt;
     &amp;lt;ContactType&amp;gt;CONTACT_STOP_TRADING&amp;lt;/ContactType&amp;gt;&lt;br /&gt;
     &amp;lt;iContactDelay&amp;gt;20&amp;lt;/iContactDelay&amp;gt;&lt;br /&gt;
    &amp;lt;/ContactDelay&amp;gt;&lt;br /&gt;
    &amp;lt;ContactDelay&amp;gt;&lt;br /&gt;
     &amp;lt;ContactType&amp;gt;CONTACT_GIVE_HELP&amp;lt;/ContactType&amp;gt;&lt;br /&gt;
     &amp;lt;iContactDelay&amp;gt;50&amp;lt;/iContactDelay&amp;gt;&lt;br /&gt;
    &amp;lt;/ContactDelay&amp;gt;&lt;br /&gt;
    &amp;lt;ContactDelay&amp;gt;&lt;br /&gt;
     &amp;lt;ContactType&amp;gt;CONTACT_ASK_FOR_HELP&amp;lt;/ContactType&amp;gt;&lt;br /&gt;
     &amp;lt;iContactDelay&amp;gt;50&amp;lt;/iContactDelay&amp;gt;&lt;br /&gt;
    &amp;lt;/ContactDelay&amp;gt;&lt;br /&gt;
    &amp;lt;ContactDelay&amp;gt;&lt;br /&gt;
     &amp;lt;ContactType&amp;gt;CONTACT_DEMAND_TRIBUTE&amp;lt;/ContactType&amp;gt;&lt;br /&gt;
     &amp;lt;iContactDelay&amp;gt;50&amp;lt;/iContactDelay&amp;gt;&lt;br /&gt;
    &amp;lt;/ContactDelay&amp;gt;&lt;br /&gt;
    &amp;lt;ContactDelay&amp;gt;&lt;br /&gt;
     &amp;lt;ContactType&amp;gt;CONTACT_OPEN_BORDERS&amp;lt;/ContactType&amp;gt;&lt;br /&gt;
     &amp;lt;iContactDelay&amp;gt;20&amp;lt;/iContactDelay&amp;gt;&lt;br /&gt;
    &amp;lt;/ContactDelay&amp;gt;&lt;br /&gt;
    &amp;lt;ContactDelay&amp;gt;&lt;br /&gt;
     &amp;lt;ContactType&amp;gt;CONTACT_DEFENSIVE_PACT&amp;lt;/ContactType&amp;gt;&lt;br /&gt;
     &amp;lt;iContactDelay&amp;gt;20&amp;lt;/iContactDelay&amp;gt;&lt;br /&gt;
    &amp;lt;/ContactDelay&amp;gt;&lt;br /&gt;
    &amp;lt;ContactDelay&amp;gt;&lt;br /&gt;
     &amp;lt;ContactType&amp;gt;CONTACT_PERMANENT_ALLIANCE&amp;lt;/ContactType&amp;gt;&lt;br /&gt;
     &amp;lt;iContactDelay&amp;gt;20&amp;lt;/iContactDelay&amp;gt;&lt;br /&gt;
    &amp;lt;/ContactDelay&amp;gt;&lt;br /&gt;
    &amp;lt;ContactDelay&amp;gt;&lt;br /&gt;
     &amp;lt;ContactType&amp;gt;CONTACT_PEACE_TREATY&amp;lt;/ContactType&amp;gt;&lt;br /&gt;
     &amp;lt;iContactDelay&amp;gt;10&amp;lt;/iContactDelay&amp;gt;&lt;br /&gt;
    &amp;lt;/ContactDelay&amp;gt;&lt;br /&gt;
    &amp;lt;ContactDelay&amp;gt;&lt;br /&gt;
     &amp;lt;ContactType&amp;gt;CONTACT_TRADE_TECH&amp;lt;/ContactType&amp;gt;&lt;br /&gt;
     &amp;lt;iContactDelay&amp;gt;30&amp;lt;/iContactDelay&amp;gt;&lt;br /&gt;
    &amp;lt;/ContactDelay&amp;gt;&lt;br /&gt;
    &amp;lt;ContactDelay&amp;gt;&lt;br /&gt;
     &amp;lt;ContactType&amp;gt;CONTACT_TRADE_BONUS&amp;lt;/ContactType&amp;gt;&lt;br /&gt;
     &amp;lt;iContactDelay&amp;gt;20&amp;lt;/iContactDelay&amp;gt;&lt;br /&gt;
    &amp;lt;/ContactDelay&amp;gt;&lt;br /&gt;
    &amp;lt;ContactDelay&amp;gt;&lt;br /&gt;
     &amp;lt;ContactType&amp;gt;CONTACT_TRADE_MAP&amp;lt;/ContactType&amp;gt;&lt;br /&gt;
     &amp;lt;iContactDelay&amp;gt;50&amp;lt;/iContactDelay&amp;gt;&lt;br /&gt;
    &amp;lt;/ContactDelay&amp;gt;&lt;br /&gt;
   &amp;lt;/ContactDelays&amp;gt;&lt;br /&gt;
   &amp;lt;MemoryDecays&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryDecay&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_GIVE_HELP&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryRand&amp;gt;200&amp;lt;/iMemoryRand&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryDecay&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryDecay&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_REFUSED_HELP&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryRand&amp;gt;100&amp;lt;/iMemoryRand&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryDecay&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryDecay&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_ACCEPT_DEMAND&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryRand&amp;gt;50&amp;lt;/iMemoryRand&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryDecay&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryDecay&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_REJECTED_DEMAND&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryRand&amp;gt;150&amp;lt;/iMemoryRand&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryDecay&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryDecay&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_ACCEPTED_RELIGION&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryRand&amp;gt;100&amp;lt;/iMemoryRand&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryDecay&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryDecay&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_DENIED_RELIGION&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryRand&amp;gt;50&amp;lt;/iMemoryRand&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryDecay&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryDecay&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_ACCEPTED_CIVIC&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryRand&amp;gt;100&amp;lt;/iMemoryRand&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryDecay&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryDecay&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_DENIED_CIVIC&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryRand&amp;gt;50&amp;lt;/iMemoryRand&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryDecay&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryDecay&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_ACCEPTED_JOIN_WAR&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryRand&amp;gt;150&amp;lt;/iMemoryRand&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryDecay&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryDecay&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_DENIED_JOIN_WAR&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryRand&amp;gt;100&amp;lt;/iMemoryRand&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryDecay&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryDecay&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_ACCEPTED_STOP_TRADING&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryRand&amp;gt;100&amp;lt;/iMemoryRand&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryDecay&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryDecay&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_DENIED_STOP_TRADING&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryRand&amp;gt;50&amp;lt;/iMemoryRand&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryDecay&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryDecay&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_STOPPED_TRADING_RECENT&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryRand&amp;gt;30&amp;lt;/iMemoryRand&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryDecay&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryDecay&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_MADE_DEMAND_RECENT&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryRand&amp;gt;20&amp;lt;/iMemoryRand&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryDecay&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryDecay&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_CANCELLED_OPEN_BORDERS&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryRand&amp;gt;10&amp;lt;/iMemoryRand&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryDecay&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryDecay&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_TRADED_TECH_TO_US&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryRand&amp;gt;100&amp;lt;/iMemoryRand&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryDecay&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryDecay&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_RECEIVED_TECH_FROM_ANY&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryRand&amp;gt;20&amp;lt;/iMemoryRand&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryDecay&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryDecay&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_VOTED_AGAINST_US&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryRand&amp;gt;10&amp;lt;/iMemoryRand&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryDecay&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryDecay&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_VOTED_FOR_US&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryRand&amp;gt;10&amp;lt;/iMemoryRand&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryDecay&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryDecay&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_EVENT_GOOD_TO_US&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryRand&amp;gt;50&amp;lt;/iMemoryRand&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryDecay&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryDecay&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_EVENT_BAD_TO_US&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryRand&amp;gt;50&amp;lt;/iMemoryRand&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryDecay&amp;gt;&lt;br /&gt;
   &amp;lt;/MemoryDecays&amp;gt;&lt;br /&gt;
   &amp;lt;MemoryAttitudePercents&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryAttitudePercent&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_DECLARED_WAR&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryAttitudePercent&amp;gt;-300&amp;lt;/iMemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryAttitudePercent&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_DECLARED_WAR_ON_FRIEND&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryAttitudePercent&amp;gt;-100&amp;lt;/iMemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryAttitudePercent&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_HIRED_WAR_ALLY&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryAttitudePercent&amp;gt;-200&amp;lt;/iMemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryAttitudePercent&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_NUKED_US&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryAttitudePercent&amp;gt;-200&amp;lt;/iMemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryAttitudePercent&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_NUKED_FRIEND&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryAttitudePercent&amp;gt;-100&amp;lt;/iMemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryAttitudePercent&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_RAZED_CITY&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryAttitudePercent&amp;gt;-250&amp;lt;/iMemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryAttitudePercent&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_RAZED_HOLY_CITY&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryAttitudePercent&amp;gt;-200&amp;lt;/iMemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryAttitudePercent&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_SPY_CAUGHT&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryAttitudePercent&amp;gt;-100&amp;lt;/iMemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryAttitudePercent&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_GIVE_HELP&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryAttitudePercent&amp;gt;100&amp;lt;/iMemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryAttitudePercent&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_REFUSED_HELP&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryAttitudePercent&amp;gt;-100&amp;lt;/iMemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryAttitudePercent&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_ACCEPT_DEMAND&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryAttitudePercent&amp;gt;100&amp;lt;/iMemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryAttitudePercent&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_REJECTED_DEMAND&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryAttitudePercent&amp;gt;-100&amp;lt;/iMemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryAttitudePercent&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_ACCEPTED_RELIGION&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryAttitudePercent&amp;gt;100&amp;lt;/iMemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryAttitudePercent&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_DENIED_RELIGION&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryAttitudePercent&amp;gt;-100&amp;lt;/iMemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryAttitudePercent&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_ACCEPTED_CIVIC&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryAttitudePercent&amp;gt;100&amp;lt;/iMemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryAttitudePercent&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_DENIED_CIVIC&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryAttitudePercent&amp;gt;-100&amp;lt;/iMemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryAttitudePercent&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_DENIED_JOIN_WAR&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryAttitudePercent&amp;gt;-100&amp;lt;/iMemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryAttitudePercent&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_ACCEPTED_STOP_TRADING&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryAttitudePercent&amp;gt;50&amp;lt;/iMemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryAttitudePercent&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_DENIED_STOP_TRADING&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryAttitudePercent&amp;gt;-100&amp;lt;/iMemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryAttitudePercent&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_STOPPED_TRADING&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryAttitudePercent&amp;gt;-100&amp;lt;/iMemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryAttitudePercent&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_HIRED_TRADE_EMBARGO&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryAttitudePercent&amp;gt;-100&amp;lt;/iMemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryAttitudePercent&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_MADE_DEMAND&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryAttitudePercent&amp;gt;-100&amp;lt;/iMemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryAttitudePercent&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_TRADED_TECH_TO_US&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryAttitudePercent&amp;gt;5&amp;lt;/iMemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryAttitudePercent&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_VOTED_AGAINST_US&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryAttitudePercent&amp;gt;-200&amp;lt;/iMemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryAttitudePercent&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_VOTED_FOR_US&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryAttitudePercent&amp;gt;200&amp;lt;/iMemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryAttitudePercent&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_EVENT_GOOD_TO_US&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryAttitudePercent&amp;gt;100&amp;lt;/iMemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryAttitudePercent&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_EVENT_BAD_TO_US&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryAttitudePercent&amp;gt;-100&amp;lt;/iMemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryAttitudePercent&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_LIBERATED_CITIES&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryAttitudePercent&amp;gt;150&amp;lt;/iMemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryAttitudePercent&amp;gt;&lt;br /&gt;
   &amp;lt;/MemoryAttitudePercents&amp;gt;&lt;br /&gt;
   &amp;lt;NoWarAttitudeProbs&amp;gt;&lt;br /&gt;
    &amp;lt;NoWarAttitudeProb&amp;gt;&lt;br /&gt;
     &amp;lt;AttitudeType&amp;gt;ATTITUDE_ANNOYED&amp;lt;/AttitudeType&amp;gt;&lt;br /&gt;
     &amp;lt;iNoWarProb&amp;gt;10&amp;lt;/iNoWarProb&amp;gt;&lt;br /&gt;
    &amp;lt;/NoWarAttitudeProb&amp;gt;&lt;br /&gt;
    &amp;lt;NoWarAttitudeProb&amp;gt;&lt;br /&gt;
     &amp;lt;AttitudeType&amp;gt;ATTITUDE_CAUTIOUS&amp;lt;/AttitudeType&amp;gt;&lt;br /&gt;
     &amp;lt;iNoWarProb&amp;gt;50&amp;lt;/iNoWarProb&amp;gt;&lt;br /&gt;
    &amp;lt;/NoWarAttitudeProb&amp;gt;&lt;br /&gt;
    &amp;lt;NoWarAttitudeProb&amp;gt;&lt;br /&gt;
     &amp;lt;AttitudeType&amp;gt;ATTITUDE_PLEASED&amp;lt;/AttitudeType&amp;gt;&lt;br /&gt;
     &amp;lt;iNoWarProb&amp;gt;90&amp;lt;/iNoWarProb&amp;gt;&lt;br /&gt;
    &amp;lt;/NoWarAttitudeProb&amp;gt;&lt;br /&gt;
    &amp;lt;NoWarAttitudeProb&amp;gt;&lt;br /&gt;
     &amp;lt;AttitudeType&amp;gt;ATTITUDE_FRIENDLY&amp;lt;/AttitudeType&amp;gt;&lt;br /&gt;
     &amp;lt;iNoWarProb&amp;gt;100&amp;lt;/iNoWarProb&amp;gt;&lt;br /&gt;
    &amp;lt;/NoWarAttitudeProb&amp;gt;&lt;br /&gt;
   &amp;lt;/NoWarAttitudeProbs&amp;gt;&lt;br /&gt;
   &amp;lt;UnitAIWeightModifiers&amp;gt;&lt;br /&gt;
    &amp;lt;UnitAIWeightModifier&amp;gt;&lt;br /&gt;
     &amp;lt;UnitAIType&amp;gt;UNITAI_COLLATERAL&amp;lt;/UnitAIType&amp;gt;&lt;br /&gt;
     &amp;lt;iWeightModifier&amp;gt;100&amp;lt;/iWeightModifier&amp;gt;&lt;br /&gt;
    &amp;lt;/UnitAIWeightModifier&amp;gt;&lt;br /&gt;
   &amp;lt;/UnitAIWeightModifiers&amp;gt;&lt;br /&gt;
   &amp;lt;ImprovementWeightModifiers&amp;gt;&lt;br /&gt;
    &amp;lt;ImprovementWeightModifier&amp;gt;&lt;br /&gt;
     &amp;lt;ImprovementType&amp;gt;IMPROVEMENT_FARM&amp;lt;/ImprovementType&amp;gt;&lt;br /&gt;
     &amp;lt;iWeightModifier&amp;gt;20&amp;lt;/iWeightModifier&amp;gt;&lt;br /&gt;
    &amp;lt;/ImprovementWeightModifier&amp;gt;&lt;br /&gt;
   &amp;lt;/ImprovementWeightModifiers&amp;gt;&lt;br /&gt;
   &amp;lt;DiplomacyIntroMusicPeace&amp;gt;&lt;br /&gt;
    &amp;lt;DiploMusicPeaceEra&amp;gt;&lt;br /&gt;
     &amp;lt;EraType&amp;gt;ERA_ANCIENT&amp;lt;/EraType&amp;gt;&lt;br /&gt;
    &amp;lt;/DiploMusicPeaceEra&amp;gt;&lt;br /&gt;
    &amp;lt;DiploMusicPeaceEra&amp;gt;&lt;br /&gt;
     &amp;lt;EraType&amp;gt;ERA_CLASSICAL&amp;lt;/EraType&amp;gt;&lt;br /&gt;
    &amp;lt;/DiploMusicPeaceEra&amp;gt;&lt;br /&gt;
    &amp;lt;DiploMusicPeaceEra&amp;gt;&lt;br /&gt;
     &amp;lt;EraType&amp;gt;ERA_MEDIEVAL&amp;lt;/EraType&amp;gt;&lt;br /&gt;
    &amp;lt;/DiploMusicPeaceEra&amp;gt;&lt;br /&gt;
    &amp;lt;DiploMusicPeaceEra&amp;gt;&lt;br /&gt;
     &amp;lt;EraType&amp;gt;ERA_RENAISSANCE&amp;lt;/EraType&amp;gt;&lt;br /&gt;
    &amp;lt;/DiploMusicPeaceEra&amp;gt;&lt;br /&gt;
    &amp;lt;DiploMusicPeaceEra&amp;gt;&lt;br /&gt;
     &amp;lt;EraType&amp;gt;ERA_INDUSTRIAL&amp;lt;/EraType&amp;gt;&lt;br /&gt;
    &amp;lt;/DiploMusicPeaceEra&amp;gt;&lt;br /&gt;
    &amp;lt;DiploMusicPeaceEra&amp;gt;&lt;br /&gt;
     &amp;lt;EraType&amp;gt;ERA_MODERN&amp;lt;/EraType&amp;gt;&lt;br /&gt;
    &amp;lt;/DiploMusicPeaceEra&amp;gt;&lt;br /&gt;
    &amp;lt;DiploMusicPeaceEra&amp;gt;&lt;br /&gt;
     &amp;lt;EraType&amp;gt;ERA_FUTURE&amp;lt;/EraType&amp;gt;&lt;br /&gt;
    &amp;lt;/DiploMusicPeaceEra&amp;gt;&lt;br /&gt;
   &amp;lt;/DiplomacyIntroMusicPeace&amp;gt;&lt;br /&gt;
   &amp;lt;DiplomacyMusicPeace&amp;gt;&lt;br /&gt;
    &amp;lt;DiploMusicPeaceEra&amp;gt;&lt;br /&gt;
     &amp;lt;EraType&amp;gt;ERA_ANCIENT&amp;lt;/EraType&amp;gt;&lt;br /&gt;
     &amp;lt;DiploScriptId&amp;gt;AS2D_DIPLO_BISMARCK_EARLY&amp;lt;/DiploScriptId&amp;gt;&lt;br /&gt;
    &amp;lt;/DiploMusicPeaceEra&amp;gt;&lt;br /&gt;
    &amp;lt;DiploMusicPeaceEra&amp;gt;&lt;br /&gt;
     &amp;lt;EraType&amp;gt;ERA_CLASSICAL&amp;lt;/EraType&amp;gt;&lt;br /&gt;
     &amp;lt;DiploScriptId&amp;gt;AS2D_DIPLO_BISMARCK_EARLY&amp;lt;/DiploScriptId&amp;gt;&lt;br /&gt;
    &amp;lt;/DiploMusicPeaceEra&amp;gt;&lt;br /&gt;
    &amp;lt;DiploMusicPeaceEra&amp;gt;&lt;br /&gt;
     &amp;lt;EraType&amp;gt;ERA_MEDIEVAL&amp;lt;/EraType&amp;gt;&lt;br /&gt;
     &amp;lt;DiploScriptId&amp;gt;AS2D_DIPLO_BISMARCK_MIDDLE&amp;lt;/DiploScriptId&amp;gt;&lt;br /&gt;
    &amp;lt;/DiploMusicPeaceEra&amp;gt;&lt;br /&gt;
    &amp;lt;DiploMusicPeaceEra&amp;gt;&lt;br /&gt;
     &amp;lt;EraType&amp;gt;ERA_RENAISSANCE&amp;lt;/EraType&amp;gt;&lt;br /&gt;
     &amp;lt;DiploScriptId&amp;gt;AS2D_DIPLO_BISMARCK_MIDDLE&amp;lt;/DiploScriptId&amp;gt;&lt;br /&gt;
    &amp;lt;/DiploMusicPeaceEra&amp;gt;&lt;br /&gt;
    &amp;lt;DiploMusicPeaceEra&amp;gt;&lt;br /&gt;
     &amp;lt;EraType&amp;gt;ERA_INDUSTRIAL&amp;lt;/EraType&amp;gt;&lt;br /&gt;
     &amp;lt;DiploScriptId&amp;gt;AS2D_DIPLO_BISMARCK_LATE&amp;lt;/DiploScriptId&amp;gt;&lt;br /&gt;
    &amp;lt;/DiploMusicPeaceEra&amp;gt;&lt;br /&gt;
    &amp;lt;DiploMusicPeaceEra&amp;gt;&lt;br /&gt;
     &amp;lt;EraType&amp;gt;ERA_MODERN&amp;lt;/EraType&amp;gt;&lt;br /&gt;
     &amp;lt;DiploScriptId&amp;gt;AS2D_DIPLO_BISMARCK_LATE&amp;lt;/DiploScriptId&amp;gt;&lt;br /&gt;
    &amp;lt;/DiploMusicPeaceEra&amp;gt;&lt;br /&gt;
    &amp;lt;DiploMusicPeaceEra&amp;gt;&lt;br /&gt;
     &amp;lt;EraType&amp;gt;ERA_FUTURE&amp;lt;/EraType&amp;gt;&lt;br /&gt;
     &amp;lt;DiploScriptId&amp;gt;AS2D_DIPLO_BISMARCK_LATE&amp;lt;/DiploScriptId&amp;gt;&lt;br /&gt;
    &amp;lt;/DiploMusicPeaceEra&amp;gt;&lt;br /&gt;
   &amp;lt;/DiplomacyMusicPeace&amp;gt;&lt;br /&gt;
   &amp;lt;DiplomacyIntroMusicWar&amp;gt;&lt;br /&gt;
    &amp;lt;DiploMusicWarEra&amp;gt;&lt;br /&gt;
     &amp;lt;EraType&amp;gt;ERA_ANCIENT&amp;lt;/EraType&amp;gt;&lt;br /&gt;
    &amp;lt;/DiploMusicWarEra&amp;gt;&lt;br /&gt;
    &amp;lt;DiploMusicWarEra&amp;gt;&lt;br /&gt;
     &amp;lt;EraType&amp;gt;ERA_CLASSICAL&amp;lt;/EraType&amp;gt;&lt;br /&gt;
    &amp;lt;/DiploMusicWarEra&amp;gt;&lt;br /&gt;
    &amp;lt;DiploMusicWarEra&amp;gt;&lt;br /&gt;
     &amp;lt;EraType&amp;gt;ERA_MEDIEVAL&amp;lt;/EraType&amp;gt;&lt;br /&gt;
    &amp;lt;/DiploMusicWarEra&amp;gt;&lt;br /&gt;
    &amp;lt;DiploMusicWarEra&amp;gt;&lt;br /&gt;
     &amp;lt;EraType&amp;gt;ERA_RENAISSANCE&amp;lt;/EraType&amp;gt;&lt;br /&gt;
    &amp;lt;/DiploMusicWarEra&amp;gt;&lt;br /&gt;
    &amp;lt;DiploMusicWarEra&amp;gt;&lt;br /&gt;
     &amp;lt;EraType&amp;gt;ERA_INDUSTRIAL&amp;lt;/EraType&amp;gt;&lt;br /&gt;
    &amp;lt;/DiploMusicWarEra&amp;gt;&lt;br /&gt;
    &amp;lt;DiploMusicWarEra&amp;gt;&lt;br /&gt;
     &amp;lt;EraType&amp;gt;ERA_MODERN&amp;lt;/EraType&amp;gt;&lt;br /&gt;
    &amp;lt;/DiploMusicWarEra&amp;gt;&lt;br /&gt;
    &amp;lt;DiploMusicWarEra&amp;gt;&lt;br /&gt;
     &amp;lt;EraType&amp;gt;ERA_FUTURE&amp;lt;/EraType&amp;gt;&lt;br /&gt;
    &amp;lt;/DiploMusicWarEra&amp;gt;&lt;br /&gt;
   &amp;lt;/DiplomacyIntroMusicWar&amp;gt;&lt;br /&gt;
   &amp;lt;DiplomacyMusicWar&amp;gt;&lt;br /&gt;
    &amp;lt;DiploMusicWarEra&amp;gt;&lt;br /&gt;
     &amp;lt;EraType&amp;gt;ERA_ANCIENT&amp;lt;/EraType&amp;gt;&lt;br /&gt;
     &amp;lt;DiploScriptId&amp;gt;AS2D_DIPLO_WARDRUMS_EARLY&amp;lt;/DiploScriptId&amp;gt;&lt;br /&gt;
    &amp;lt;/DiploMusicWarEra&amp;gt;&lt;br /&gt;
    &amp;lt;DiploMusicWarEra&amp;gt;&lt;br /&gt;
     &amp;lt;EraType&amp;gt;ERA_CLASSICAL&amp;lt;/EraType&amp;gt;&lt;br /&gt;
     &amp;lt;DiploScriptId&amp;gt;AS2D_DIPLO_WARDRUMS_EARLY&amp;lt;/DiploScriptId&amp;gt;&lt;br /&gt;
    &amp;lt;/DiploMusicWarEra&amp;gt;&lt;br /&gt;
    &amp;lt;DiploMusicWarEra&amp;gt;&lt;br /&gt;
     &amp;lt;EraType&amp;gt;ERA_MEDIEVAL&amp;lt;/EraType&amp;gt;&lt;br /&gt;
     &amp;lt;DiploScriptId&amp;gt;AS2D_DIPLO_WARDRUMS_MIDDLE&amp;lt;/DiploScriptId&amp;gt;&lt;br /&gt;
    &amp;lt;/DiploMusicWarEra&amp;gt;&lt;br /&gt;
    &amp;lt;DiploMusicWarEra&amp;gt;&lt;br /&gt;
     &amp;lt;EraType&amp;gt;ERA_RENAISSANCE&amp;lt;/EraType&amp;gt;&lt;br /&gt;
     &amp;lt;DiploScriptId&amp;gt;AS2D_DIPLO_WARDRUMS_MIDDLE&amp;lt;/DiploScriptId&amp;gt;&lt;br /&gt;
    &amp;lt;/DiploMusicWarEra&amp;gt;&lt;br /&gt;
    &amp;lt;DiploMusicWarEra&amp;gt;&lt;br /&gt;
     &amp;lt;EraType&amp;gt;ERA_INDUSTRIAL&amp;lt;/EraType&amp;gt;&lt;br /&gt;
     &amp;lt;DiploScriptId&amp;gt;AS2D_DIPLO_WARDRUMS_LATE&amp;lt;/DiploScriptId&amp;gt;&lt;br /&gt;
    &amp;lt;/DiploMusicWarEra&amp;gt;&lt;br /&gt;
    &amp;lt;DiploMusicWarEra&amp;gt;&lt;br /&gt;
     &amp;lt;EraType&amp;gt;ERA_MODERN&amp;lt;/EraType&amp;gt;&lt;br /&gt;
     &amp;lt;DiploScriptId&amp;gt;AS2D_DIPLO_WARDRUMS_LATE&amp;lt;/DiploScriptId&amp;gt;&lt;br /&gt;
    &amp;lt;/DiploMusicWarEra&amp;gt;&lt;br /&gt;
    &amp;lt;DiploMusicWarEra&amp;gt;&lt;br /&gt;
     &amp;lt;EraType&amp;gt;ERA_FUTURE&amp;lt;/EraType&amp;gt;&lt;br /&gt;
     &amp;lt;DiploScriptId&amp;gt;AS2D_DIPLO_WARDRUMS_LATE&amp;lt;/DiploScriptId&amp;gt;&lt;br /&gt;
    &amp;lt;/DiploMusicWarEra&amp;gt;&lt;br /&gt;
   &amp;lt;/DiplomacyMusicWar&amp;gt;&lt;br /&gt;
  &amp;lt;/LeaderHeadInfo&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Civ4_XML_Files}}&lt;/div&gt;</summary>
		<author><name>Afforess</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=User_talk:Afforess&amp;diff=2517</id>
		<title>User talk:Afforess</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=User_talk:Afforess&amp;diff=2517"/>
		<updated>2010-06-08T06:15:20Z</updated>

		<summary type="html">&lt;p&gt;Afforess: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Afforess</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Civ4EspionageMissionInfo&amp;diff=1332</id>
		<title>Civ4EspionageMissionInfo</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Civ4EspionageMissionInfo&amp;diff=1332"/>
		<updated>2010-02-01T02:06:19Z</updated>

		<summary type="html">&lt;p&gt;Afforess: Created Page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Civ4EspionageMissionInfo contains all of the information for espionage missions that spies can carry out.&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;
&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 for the espionage mission&lt;br /&gt;
|-&lt;br /&gt;
!Description&lt;br /&gt;
|Refers to a tag in the Civ4GameTextInfos_Objects file that stores the in-game name of the Mission. &lt;br /&gt;
|-&lt;br /&gt;
!TechPrereq&lt;br /&gt;
|The Prerequisite tech needed to conduct this mission.&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;
!iBuyCityCostFactor&lt;br /&gt;
|A percentage that makes the mission cost different amounts, depending on the gamespeed and base mission cost. If successful, the mission will convert the city to the players team. (This tag is not used in BTS, but is fully functional).&lt;br /&gt;
|-&lt;br /&gt;
!iBuyTechCostFactor&lt;br /&gt;
|A percentage that adjusts the mission cost based on how much research went into the technology.&lt;br /&gt;
|-&lt;br /&gt;
!iBuyUnitCostFactor&lt;br /&gt;
|A percentage that makes the mission cost different amounts, depending on the production cost of the unit. If successful, the mission will convert the unit to the players team.&lt;br /&gt;
|-&lt;br /&gt;
!iCityInsertCultureAmountFactor&lt;br /&gt;
|Converts a percentage of the city&#039;s culture to your culture. (A value of 5 will convert 5% of the city culture)&lt;br /&gt;
|-&lt;br /&gt;
!CityInsertCultureCostFactor&lt;br /&gt;
|Makes the mission cost a certain amount based on the existing culture already in the city. &lt;br /&gt;
|-&lt;br /&gt;
!iCityPoisonWaterCounter&lt;br /&gt;
|The number of turns that poisoning the city water will take effect.&lt;br /&gt;
|-&lt;br /&gt;
!iCityRevoltCounter&lt;br /&gt;
|The number of turns that the city will be in revolt.&lt;br /&gt;
|-&lt;br /&gt;
!iCityUnhappinessCounter&lt;br /&gt;
|The number of turns that formenting unrest will take effect.&lt;br /&gt;
|-&lt;br /&gt;
!iCost&lt;br /&gt;
|The Base Espionage Point cost the mission will require&lt;br /&gt;
|-&lt;br /&gt;
!iCounterespionageNumTurns&lt;br /&gt;
|The number of turns that the counter espionage modifier applies.&lt;br /&gt;
|-&lt;br /&gt;
!iCounterespionageMod&lt;br /&gt;
|A percentage that makes espionage missions carried out by the victim harder. It lasts for the number of counter espionage turns.&lt;br /&gt;
|-&lt;br /&gt;
!iDestroyBuildingCostFactor&lt;br /&gt;
|A percentage that makes the mission cost different amounts, depending on the production cost of the building. If successful, the mission will destroy the target. (500 will make the mission cost 5 times the production cost of the building).&lt;br /&gt;
|-&lt;br /&gt;
!iDestroyProjectCostFactor&lt;br /&gt;
|A percentage that makes the mission cost different amounts, depending on the production cost of the project. If successful, the mission will destroy the target. (500 will make the mission cost 5 times the production cost of the project)&lt;br /&gt;
|-&lt;br /&gt;
!iDestroyProductionCostFactor&lt;br /&gt;
|A percentage that makes the mission cost different amounts, depending on the amount of hammers already invested in the object. If successful, the mission will reset the cities current production.&lt;br /&gt;
|-&lt;br /&gt;
!iDestroyUnitCostFactor&lt;br /&gt;
|A percentage that makes the mission cost different amounts, depending on the production cost of the unit. If successful, the mission will destroy the target. (500 will make the mission cost 5 times the production cost of the unit)&lt;br /&gt;
|-&lt;br /&gt;
!iDifficultyMod&lt;br /&gt;
|Modifies how difficult the mission is to carry out. (A value of 50 will make the mission 50% more difficult to carry out)&lt;br /&gt;
|-&lt;br /&gt;
!SwitchCivicCostFactor&lt;br /&gt;
|A percentage that adjusts the mission cost based on how much the target nation likes the civic.&lt;br /&gt;
|-&lt;br /&gt;
!iStealTreasureTypes&lt;br /&gt;
|Steals a percentage of the player&#039;s gold. (A value of 100 will steal all of the players gold).&lt;br /&gt;
|-&lt;br /&gt;
!iSwitchReligionCostFactor&lt;br /&gt;
|A percentage that adjusts the mission cost based on how much the target nation likes the religion.&lt;br /&gt;
|-&lt;br /&gt;
!iPlayerAnarchyCounter&lt;br /&gt;
|The number of turns the target nation will be in anarchy (This tag is not used in BTS, but works).&lt;br /&gt;
|-&lt;br /&gt;
!iVisibility&lt;br /&gt;
|Used to turn on city visibility (Only 0 or 1 will have any effect. I don&#039;t know why Firaxis didn&#039;t make this Boolean.)&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;
!bIsPassive&lt;br /&gt;
|Whether the mission needs to be activated by the player, or occurs passively. (Ex: Seeing inside enemy cities with spies)&lt;br /&gt;
|-&lt;br /&gt;
!bIsTwoPhases&lt;br /&gt;
|Whether, after selecting the mission, a more in-depth secondary screen needs to appear. (Ex. Sabotaging a building consists of two phases)&lt;br /&gt;
|-&lt;br /&gt;
!bTargetsCity&lt;br /&gt;
|If the mission can only be carried out in a city.&lt;br /&gt;
|-&lt;br /&gt;
!bSelectPlot&lt;br /&gt;
|If the mission requires a unit to be on a game tile. (Examining foreign countries research is considered a espionage mission and does not require a tile)&lt;br /&gt;
|-&lt;br /&gt;
!bInvestigateCity&lt;br /&gt;
|If the mission allows the unit to investigate an enemy city.&lt;br /&gt;
|-&lt;br /&gt;
!bSeeDemographics&lt;br /&gt;
|If the mission allows you to see the statistics for the country.&lt;br /&gt;
|-&lt;br /&gt;
!bNoActiveMissions&lt;br /&gt;
|If the mission requires no other active missions to be taking place.&lt;br /&gt;
|-&lt;br /&gt;
!bSeeResearch&lt;br /&gt;
|If the mission allows you to see the current research progress of the target nation.&lt;br /&gt;
|-&lt;br /&gt;
!bDestroyImprovement&lt;br /&gt;
|If the mission destroys the improvement that the spy is on.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Afforess</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Civ4BuildingClassInfos&amp;diff=1329</id>
		<title>Civ4BuildingClassInfos</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Civ4BuildingClassInfos&amp;diff=1329"/>
		<updated>2010-01-20T04:05:46Z</updated>

		<summary type="html">&lt;p&gt;Afforess: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Civ4BuildingClassInfos&#039;&#039;&#039; file defines what building classes exist in the game.  Building classes relate to the unique building system; a unique building has the same building class as the building it replaces.&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;
===Headers===&lt;br /&gt;
&lt;br /&gt;
These tags typically bracket other tags, sometimes the entire file, and are generally used to specify more than one piece of data.&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;
!BuildingClassInfo&lt;br /&gt;
|Main bracket for each entry&lt;br /&gt;
|-&lt;br /&gt;
!Type&lt;br /&gt;
|Label that is used for entry in all other XML files&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&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;
!Description&lt;br /&gt;
|Name of default building for the entry&lt;br /&gt;
|-&lt;br /&gt;
!DefaultBuilding&lt;br /&gt;
|The default building used when there is no unique building replacing it&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;
!iMaxGlobalInstances&lt;br /&gt;
|Number of building class that can exist in the world; used for world wonders&lt;br /&gt;
|-&lt;br /&gt;
!iMaxTeamInstances&lt;br /&gt;
|Number of building class that can exist in one team&lt;br /&gt;
|-&lt;br /&gt;
!iMaxPlayerInstances&lt;br /&gt;
|Number of building class that can exist for a player; used for national wonders&lt;br /&gt;
|-&lt;br /&gt;
!iExtraPlayerInstances&lt;br /&gt;
|Number of building class that can be constructed if the limit has already been reached (used to allow the Palace to be moved)&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;
!bNoLimit&lt;br /&gt;
|Whether there is a limit on the number that can be constructed&lt;br /&gt;
|-&lt;br /&gt;
!bMonument&lt;br /&gt;
|Nothing. Unused Tag.&lt;br /&gt;
|}&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;
!VictoryThresholds&lt;br /&gt;
|Indirectly, sets a buildingclass as a prerequisite for a given victory type. The possible values are either NONE or the ones defined in the GameInfo\Civ4VictoryInfo file. VictoryThresholds is also used in Civ4ProjectInfo file.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Affects the project success rate (see: iSuccessRate) and the delay rate (see: iVictoryDelayPercent). Indirectly, sets a project as a prerequisite for a given victory type. The possible values are either NONE or the ones defined in the GameInfo\Civ4VictoryInfo file.&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;BuildingClassInfo&amp;gt;&lt;br /&gt;
  &amp;lt;Type&amp;gt;BUILDINGCLASS_PALACE&amp;lt;/Type&amp;gt;&lt;br /&gt;
  &amp;lt;Description&amp;gt;TXT_KEY_BUILDING_PALACE&amp;lt;/Description&amp;gt;&lt;br /&gt;
  &amp;lt;iMaxGlobalInstances&amp;gt;-1&amp;lt;/iMaxGlobalInstances&amp;gt;&lt;br /&gt;
  &amp;lt;iMaxTeamInstances&amp;gt;-1&amp;lt;/iMaxTeamInstances&amp;gt;&lt;br /&gt;
  &amp;lt;iMaxPlayerInstances&amp;gt;1&amp;lt;/iMaxPlayerInstances&amp;gt;&lt;br /&gt;
  &amp;lt;iExtraPlayerInstances&amp;gt;1&amp;lt;/iExtraPlayerInstances&amp;gt;&lt;br /&gt;
  &amp;lt;bNoLimit&amp;gt;1&amp;lt;/bNoLimit&amp;gt;&lt;br /&gt;
  &amp;lt;bMonument&amp;gt;0&amp;lt;/bMonument&amp;gt;&lt;br /&gt;
  &amp;lt;DefaultBuilding&amp;gt;BUILDING_PALACE&amp;lt;/DefaultBuilding&amp;gt;&lt;br /&gt;
  &amp;lt;VictoryThresholds/&amp;gt;&lt;br /&gt;
 &amp;lt;/BuildingClassInfo&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Civ4_XML_Files}}&lt;/div&gt;</summary>
		<author><name>Afforess</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=PythonCallbackDefines&amp;diff=1324</id>
		<title>PythonCallbackDefines</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=PythonCallbackDefines&amp;diff=1324"/>
		<updated>2010-01-11T23:39:44Z</updated>

		<summary type="html">&lt;p&gt;Afforess: Order doesn&amp;#039;t matter with callbacks.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;PythonCallbackDefines.xml&#039;&#039;&#039; file was added in the Beyond the Sword expansion to disable some unnecessary callbacks. A callback is a python function called from the SDK, and some callbacks were called often but did not actually do anything. This file allows you to disable or enable the callbacks listed in it.&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;
==Tags==&lt;br /&gt;
===Headers===&lt;br /&gt;
&lt;br /&gt;
These tags typically bracket other tags, sometimes the entire file, and are generally used to specify more than one piece of data.&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;
!Civ4Defines&lt;br /&gt;
|Begins and ends the file. Everything must go between these two tags&lt;br /&gt;
|-&lt;br /&gt;
!Define&lt;br /&gt;
|Begins and ends an individual python callback define&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&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;
!DefineName&lt;br /&gt;
|The python callback that is being defined in each entry&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;
!iDefineIntValue&lt;br /&gt;
|Defines whether the game will use the callback, acts like a boolean&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Callbacks Disabled==&lt;br /&gt;
&lt;br /&gt;
All of the callbacks listed below are disabled in Beyond the Sword&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; | Calllback Name&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Python File&lt;br /&gt;
|-&lt;br /&gt;
!cannotFoundCity&lt;br /&gt;
|[[CvGameUtils]]&lt;br /&gt;
|-&lt;br /&gt;
!canFoundCitiesOnWater&lt;br /&gt;
|CvGameUtils&lt;br /&gt;
|-&lt;br /&gt;
!isPlayerResearch&lt;br /&gt;
|CvGameUtils&lt;br /&gt;
|-&lt;br /&gt;
!canResearch&lt;br /&gt;
|CvGameUtils&lt;br /&gt;
|-&lt;br /&gt;
!cannotDoCivic&lt;br /&gt;
|CvGameUtils&lt;br /&gt;
|-&lt;br /&gt;
!canDoCivic&lt;br /&gt;
|CvGameUtils&lt;br /&gt;
|-&lt;br /&gt;
!cannotConstruct&lt;br /&gt;
|CvGameUtils&lt;br /&gt;
|-&lt;br /&gt;
!canConstruct&lt;br /&gt;
|CvGameUtils&lt;br /&gt;
|-&lt;br /&gt;
!canDeclareWar&lt;br /&gt;
|CvGameUtils&lt;br /&gt;
|-&lt;br /&gt;
!cannotResearch&lt;br /&gt;
|CvGameUtils&lt;br /&gt;
|-&lt;br /&gt;
!getUnitCostMod&lt;br /&gt;
|CvGameUtils&lt;br /&gt;
|-&lt;br /&gt;
!getBuildingCostMod&lt;br /&gt;
|CvGameUtils&lt;br /&gt;
|-&lt;br /&gt;
!getCityFoundValue&lt;br /&gt;
|CvGameUtils&lt;br /&gt;
|-&lt;br /&gt;
!getBuildingCostMod&lt;br /&gt;
|CvGameUtils&lt;br /&gt;
|-&lt;br /&gt;
!cannotHandleAction&lt;br /&gt;
|CvGameUtils&lt;br /&gt;
|-&lt;br /&gt;
!canBuild&lt;br /&gt;
|CvGameUtils&lt;br /&gt;
|-&lt;br /&gt;
!cannotTrain&lt;br /&gt;
|CvGameUtils&lt;br /&gt;
|-&lt;br /&gt;
!canTrain&lt;br /&gt;
|CvGameUtils&lt;br /&gt;
|-&lt;br /&gt;
!unitCannotMoveInto&lt;br /&gt;
|CvGameUtils&lt;br /&gt;
|-&lt;br /&gt;
!getBuildingCostMod&lt;br /&gt;
|CvGameUtils&lt;br /&gt;
|-&lt;br /&gt;
!cannotSpreadReligion&lt;br /&gt;
|CvGameUtils&lt;br /&gt;
|-&lt;br /&gt;
!finishText&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!onUnitSetXY&lt;br /&gt;
|[[CvEventManager]]&lt;br /&gt;
|-&lt;br /&gt;
!onUnitSelected&lt;br /&gt;
|CvEventManager&lt;br /&gt;
|-&lt;br /&gt;
!onUnitSelected&lt;br /&gt;
|CvEventManager&lt;br /&gt;
|-&lt;br /&gt;
!onUpdate&lt;br /&gt;
|CvEventManager&lt;br /&gt;
|-&lt;br /&gt;
!onUnitCreated&lt;br /&gt;
|CvEventManager&lt;br /&gt;
|-&lt;br /&gt;
!onUnitLost&lt;br /&gt;
|CvEventManager&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;Define&amp;gt;&lt;br /&gt;
   &amp;lt;DefineName&amp;gt;USE_CAN_TRAIN_CALLBACK&amp;lt;/DefineName&amp;gt;&lt;br /&gt;
   &amp;lt;iDefineIntVal&amp;gt;0&amp;lt;/iDefineIntVal&amp;gt;&lt;br /&gt;
  &amp;lt;/Define&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Civ4_XML_Files}}&lt;/div&gt;</summary>
		<author><name>Afforess</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Civ4BuildingInfos&amp;diff=1323</id>
		<title>Civ4BuildingInfos</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Civ4BuildingInfos&amp;diff=1323"/>
		<updated>2010-01-06T20:46:08Z</updated>

		<summary type="html">&lt;p&gt;Afforess: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Civ4BuildingInfos&#039;&#039;&#039; file defines all of the game&#039;s buildings (city improvements) as well as their effects, like providing extra health and happiness or allowing production of certain units.&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;
! Advisor&lt;br /&gt;
|Defines the type of advisor that would recommend this building in the in-game menus.&lt;br /&gt;
|-&lt;br /&gt;
!ArtDefineTag &lt;br /&gt;
|Specifies the tag in the Civ4ArtDefines_Building file that provides graphic data for this building.&lt;br /&gt;
|-&lt;br /&gt;
!Bonus &lt;br /&gt;
|Bonus type that speeds production.&lt;br /&gt;
|-&lt;br /&gt;
!BuildingClass &lt;br /&gt;
|The class of the building, as defined in the Civ4BuildingClassInfos file.&lt;br /&gt;
|-&lt;br /&gt;
!CivicOption &lt;br /&gt;
|Free civics allowed with building (for example, the Pyramids enable all Government civics).&lt;br /&gt;
|-&lt;br /&gt;
!Civilopedia &lt;br /&gt;
|Refers to a tag in the Civ4GameText_Civilopedia_BuildingsProjects file which stores the Civilopedia description for the Building.&lt;br /&gt;
|-&lt;br /&gt;
!ConstructSound &lt;br /&gt;
|Sound used when building is completed. See the AudioDefines, Audio2DScripts, and Audio3DScripts files.&lt;br /&gt;
|-&lt;br /&gt;
!Description &lt;br /&gt;
|Refers to a tag in the Civ4GameTextInfos_Objects file that stores the in-game name of the Building.&lt;br /&gt;
|-&lt;br /&gt;
!FreeBonus &lt;br /&gt;
|Provides the city with &#039;&#039;iFreeBonus&#039;&#039; (see below) number of a certain resource, like Hit Musicals (BONUS_DRAMA), Hit Songs (BONUS_MUSIC), or Hit Movies (BONUS_MOVIES).&lt;br /&gt;
|-&lt;br /&gt;
!FreeBuilding &lt;br /&gt;
|Provides the listed building free to every city. For example, the Three Gorges Dam gives a Hydro Station to each city.&lt;br /&gt;
|-&lt;br /&gt;
!FreePromotion &lt;br /&gt;
|Allows building to give listed promotion to all units built in that city, like Red Cross and Medic I.&lt;br /&gt;
|-&lt;br /&gt;
!FreeStartEra &lt;br /&gt;
|Building is free if you start in &#039;&#039;this&#039;&#039; Era or later.&lt;br /&gt;
|-&lt;br /&gt;
!GlobalReligionCommerce &lt;br /&gt;
|Earns gold from every city with &#039;&#039;this&#039;&#039; religion.&lt;br /&gt;
|-&lt;br /&gt;
!GreatPeopleUnitClass &lt;br /&gt;
|Type of Great Person Points the building generates.&lt;br /&gt;
|-&lt;br /&gt;
!HolyCity &lt;br /&gt;
|If set, the building can only be constructed in the Holy City of the religion specified.&lt;br /&gt;
|-&lt;br /&gt;
!MaxStartEra &lt;br /&gt;
|Latest Era the building can be constructed.&lt;br /&gt;
|-&lt;br /&gt;
!MovieDefineTag &lt;br /&gt;
|Specifies the tag in the Civ4ArtDefines_Movie file that will play when this building is constructed.&lt;br /&gt;
|-&lt;br /&gt;
!NoBonus&lt;br /&gt;
|The building blocks the resource from being accessed in the city. (Ex: National Park blocks coal).&lt;br /&gt;
|-&lt;br /&gt;
!ObsoleteTech &lt;br /&gt;
|Tech that makes the building obsolete (like Economics for Castles).&lt;br /&gt;
|-&lt;br /&gt;
!PowerBonus &lt;br /&gt;
|Any building with this bonus supplies power to the given city (i.e. BONUS_COAL for the Coal Plant).&lt;br /&gt;
|-&lt;br /&gt;
!PrereqBonuses &lt;br /&gt;
|Bonus type required for production.&lt;br /&gt;
|-&lt;br /&gt;
!PrereqReligion &lt;br /&gt;
|Defines Religion needed for production.&lt;br /&gt;
|-&lt;br /&gt;
!ReligionType &lt;br /&gt;
|If set, the Building can only be constructed if the specified Religion type is present in a city within the Civilization (though not necessarily in the city where it is being constructed).&lt;br /&gt;
|-&lt;br /&gt;
!SpecialBuildingType &lt;br /&gt;
|Determines whether or not the building is one the special types listed in the Civ4SpecialBuildingInfos file, like a monastery or cathedral.&lt;br /&gt;
|-&lt;br /&gt;
!StateReligion &lt;br /&gt;
|If set, the Building can only be constructed while the specified Religion type is the Civilization&#039;s State Religion.&lt;br /&gt;
|-&lt;br /&gt;
!Strategy &lt;br /&gt;
|Refers to a tag in the Civ4GameText_Strategy file that stores the strategic or usage info on the Building, displayed in mouseover pop-ups.&lt;br /&gt;
|-&lt;br /&gt;
!Type &lt;br /&gt;
|The type of Building (see the Civ4ArtDefines_Building file).&lt;br /&gt;
|-&lt;br /&gt;
!VictoryPrereq &lt;br /&gt;
|Victory type required for construction of the building (i.e. the Diplomacy victory condition must be enabled for the United Nations to be available).&lt;br /&gt;
|-&lt;br /&gt;
!DiploVoteType&lt;br /&gt;
|If one is set, the building will allow diplomatic voting of the votes allowed by that vote type; used by the United Nations and the Apostolic Palace.&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;
!iAirlift &lt;br /&gt;
|The distance from city that units can be airlifted.&lt;br /&gt;
|-&lt;br /&gt;
!iAirModifier &lt;br /&gt;
|Damage change from air units.&lt;br /&gt;
|-&lt;br /&gt;
!iAIWeight &lt;br /&gt;
|Importance of building to the AI.&lt;br /&gt;
|-&lt;br /&gt;
!iAllCityDefense &lt;br /&gt;
|% change in defense in all cities (e.g. Chichen Itza increases defenses by 25% ).&lt;br /&gt;
|-&lt;br /&gt;
!iAnarchyModifier &lt;br /&gt;
|% change in anarchy length.&lt;br /&gt;
|-&lt;br /&gt;
!iAreaHappiness &lt;br /&gt;
|Change in happiness in all cities on this continent.&lt;br /&gt;
|-&lt;br /&gt;
!iAreaHealth &lt;br /&gt;
|Change in healthiness in all cities on this continent.&lt;br /&gt;
|-&lt;br /&gt;
!iAreaFreeSpecialist &lt;br /&gt;
|Free specialists allowed in all cities on this continent (e.g. Statue of Liberty grants +1 specialist per city).&lt;br /&gt;
|-&lt;br /&gt;
!iAsset &lt;br /&gt;
|Point value of building for victory score.&lt;br /&gt;
|-&lt;br /&gt;
!iBombardDefense&lt;br /&gt;
|Percent reduction in damage to defense a city can get from bombardment from non-gunpowder units&lt;br /&gt;
|-&lt;br /&gt;
!iCitiesPrereq &lt;br /&gt;
|Requisite number of cities for this building.&lt;br /&gt;
|-&lt;br /&gt;
!iCoastalTradeRoutes &lt;br /&gt;
|Increases the number of trade routes in all coastal cities by this amount.&lt;br /&gt;
|-&lt;br /&gt;
!iConquestProb &lt;br /&gt;
|Percentage chance building will survive if city is captured.&lt;br /&gt;
|-&lt;br /&gt;
!iCost &lt;br /&gt;
|Building cost in hammers.&lt;br /&gt;
|-&lt;br /&gt;
!iDefense &lt;br /&gt;
|% change in this city&#039;s defense bonus.&lt;br /&gt;
|-&lt;br /&gt;
!iExperience &lt;br /&gt;
|Experience bonus to units built in this city.&lt;br /&gt;
|-&lt;br /&gt;
!iFoodKept &lt;br /&gt;
|% of food kept after city grows.&lt;br /&gt;
|-&lt;br /&gt;
!iFreeSpecialist &lt;br /&gt;
|Free specialists allowed in this city.&lt;br /&gt;
|-&lt;br /&gt;
!iFreeTechs &lt;br /&gt;
|Number of free techs provided when built.&lt;br /&gt;
|-&lt;br /&gt;
!iGlobalExperience &lt;br /&gt;
|Experience bonus to units built in all cities (e.g. the Pentagon gives +2 XP to all units).&lt;br /&gt;
|-&lt;br /&gt;
!iGlobalFreeSpecialist &lt;br /&gt;
|Free specialists allowed in all cities.&lt;br /&gt;
|-&lt;br /&gt;
!iGlobalGreatPeopleRateModifier &lt;br /&gt;
|% increase of Great Person Points generation rate for civilization.&lt;br /&gt;
|-&lt;br /&gt;
!iGlobalHappiness &lt;br /&gt;
|Change in happiness in all cities.&lt;br /&gt;
|-&lt;br /&gt;
!iGlobalHealth &lt;br /&gt;
|Change in healthiness in all cities.&lt;br /&gt;
|-&lt;br /&gt;
!iGlobalHurryModifier &lt;br /&gt;
|% change in hurry cost in all cities.&lt;br /&gt;
|-&lt;br /&gt;
!iGlobalPopulationChange &lt;br /&gt;
|Change in population globally.&lt;br /&gt;
|-&lt;br /&gt;
!iGlobalSpaceProductionModifier &lt;br /&gt;
|% change in spaceship parts production in all cities.&lt;br /&gt;
|-&lt;br /&gt;
!iGlobalTradeRoutes &lt;br /&gt;
|Change in number of trade routes in all cities.&lt;br /&gt;
|-&lt;br /&gt;
!iGlobalWarWearinessModifier &lt;br /&gt;
|% change in war weariness in all cities.&lt;br /&gt;
|-&lt;br /&gt;
!iGreatPeopleRateChange &lt;br /&gt;
|Integer change in Great Person Points generation (i.e. used for wonders, like the Pyramid&#039;s +2 Great Engineer points per turn).&lt;br /&gt;
|-&lt;br /&gt;
!iGreatPeopleRateModifier &lt;br /&gt;
|% increase of Great Person Points generation rate in this city.&lt;br /&gt;
|-&lt;br /&gt;
!iHappiness &lt;br /&gt;
|Change in happiness in this city.&lt;br /&gt;
|-&lt;br /&gt;
!iHealRateChange &lt;br /&gt;
|% change in healing rates.&lt;br /&gt;
|-&lt;br /&gt;
!iHealth &lt;br /&gt;
|Change in healthiness in this city.&lt;br /&gt;
|-&lt;br /&gt;
!iHurryCostModifier &lt;br /&gt;
|Building hurry cost modifier (e.g. a value of 100 makes the building, usually a wonder, twice as expensive to rush via gold or population).&lt;br /&gt;
|-&lt;br /&gt;
!iLevelPrereq &lt;br /&gt;
|Requisite unit level (e.g. a level 6 unit is required for West Point).&lt;br /&gt;
|-&lt;br /&gt;
!iMaintenanceModifier &lt;br /&gt;
|% change in maintenance cost.&lt;br /&gt;
|-&lt;br /&gt;
!iMaxLatitude &lt;br /&gt;
|Maximum distance from equator.&lt;br /&gt;
|-&lt;br /&gt;
!iMilitaryProductionModifier &lt;br /&gt;
|% change in military units&#039; production.&lt;br /&gt;
|-&lt;br /&gt;
!iMinAreaSize &lt;br /&gt;
|Size of adjacent body of water for sea buildings (usually 10).&lt;br /&gt;
|-&lt;br /&gt;
!iMinLatitude &lt;br /&gt;
|Minimum distance from equator.&lt;br /&gt;
|-&lt;br /&gt;
!iNukeModifier &lt;br /&gt;
|Damage change from nukes.&lt;br /&gt;
|-&lt;br /&gt;
!iNukeExplosionRand &lt;br /&gt;
|Chance that a nuclear power plant will randomly blow up, causing a meltdown (default 1 in 1000).&lt;br /&gt;
|-&lt;br /&gt;
!iNumFreeBonuses &lt;br /&gt;
|Connected to the FreeBonus tag, this determines how many of the specified resource to provide.  -1 gives 5 of the above bonuses. Any number &amp;gt;= 0 is itself, i.e. 10 here with a BONUS_DRAMA in the FreeBonus tag means 10 Hit Musicals from your city. Anything below -1 shows up as that negative number.&lt;br /&gt;
|-&lt;br /&gt;
!iPower &lt;br /&gt;
|Value used by AI to calculate a player&#039;s relative strength (Forge, Heroic Epic, etc. influence this).&lt;br /&gt;
|-&lt;br /&gt;
!iSpaceProductionModifier &lt;br /&gt;
|% change in spaceship parts&#039; production.&lt;br /&gt;
|-&lt;br /&gt;
!iStateReligionHappiness &lt;br /&gt;
|Change in happiness with state religion.&lt;br /&gt;
|-&lt;br /&gt;
!iTeamsPrereq &lt;br /&gt;
|Instances among a team in multiplayer (e.g. the Apostolic Palace and United Nations have the value 3, while most buildings have a value of 0).&lt;br /&gt;
|-&lt;br /&gt;
!iTradeRouteModifier &lt;br /&gt;
|% change in trade routes&#039; yield in this city.&lt;br /&gt;
|-&lt;br /&gt;
!iTradeRoutes &lt;br /&gt;
|Change in number of trade routes in this city.&lt;br /&gt;
|-&lt;br /&gt;
!iWarWearinessModifier &lt;br /&gt;
|% change in war weariness.&lt;br /&gt;
|-&lt;br /&gt;
!iWorkerSpeedModifier &lt;br /&gt;
|% change in worker speed.&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;
!bAreaCleanPower &lt;br /&gt;
|Provides clean power to all cities on same continent (e.g. Three Gorges Dam).&lt;br /&gt;
|-&lt;br /&gt;
!bBorderObstacle&lt;br /&gt;
|If Barbarians can no longer cross the players borders.&lt;br /&gt;
|-&lt;br /&gt;
!bBuildingOnlyHealthy &lt;br /&gt;
|Removes unhealthiness caused by buildings (e.g. used by Recycling Center).&lt;br /&gt;
|-&lt;br /&gt;
!bCapital &lt;br /&gt;
|Sets the Capital City.  There can only be one per civilization.&lt;br /&gt;
|-&lt;br /&gt;
!bCenterInCity &lt;br /&gt;
|Appears to locate the building at the center of the city.  Buildings with a value of 1 for this tag include Aqueduct, Castle, and Monument.&lt;br /&gt;
|-&lt;br /&gt;
!bDiploVote &lt;br /&gt;
|Allows diplomatic votes (e.g. the United Nations); Vanilla and Warlords version of DiploVoteType&lt;br /&gt;
|-&lt;br /&gt;
!bDirtyPower &lt;br /&gt;
|Power provided is polluting.&lt;br /&gt;
|-&lt;br /&gt;
!bForceTeamVoteEligible &lt;br /&gt;
|Forces team members to vote with you.&lt;br /&gt;
|-&lt;br /&gt;
!bGoldenAge &lt;br /&gt;
|Starts a golden age (e.g. used by Taj Mahal).&lt;br /&gt;
|-&lt;br /&gt;
!bGovernmentCenter &lt;br /&gt;
|Makes the city a center of government (multiple allowed per civilization). Used by the Versailles wonder.&lt;br /&gt;
|-&lt;br /&gt;
!bMapCentering &lt;br /&gt;
|On completion, centers the map.&lt;br /&gt;
|-&lt;br /&gt;
!bNeverCapture &lt;br /&gt;
|Indicates if the building is destroyed when the city is captured.&lt;br /&gt;
|-&lt;br /&gt;
!bNoUnhappiness &lt;br /&gt;
|Removes all unhappiness from the city. Used by the Globe Theatre.&lt;br /&gt;
|-&lt;br /&gt;
!bNoUnhealthyPopulation &lt;br /&gt;
|Removes all unhealthiness from population.  Used by the National Park.&lt;br /&gt;
|-&lt;br /&gt;
!bNukeImmune &lt;br /&gt;
|Makes the building immune to nuking.&lt;br /&gt;
|-&lt;br /&gt;
!bPower &lt;br /&gt;
|&#039;&#039;Provides&#039;&#039; power.&lt;br /&gt;
|-&lt;br /&gt;
!bPrereqReligion &lt;br /&gt;
|Indicates if a Religion must be present.&lt;br /&gt;
|-&lt;br /&gt;
!bRiver &lt;br /&gt;
|Requires river.&lt;br /&gt;
|-&lt;br /&gt;
!bTeamShare &lt;br /&gt;
|Allows team members to build together.&lt;br /&gt;
|-&lt;br /&gt;
!bWater &lt;br /&gt;
|Requires water.&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;
!BonusHappinessChanges &lt;br /&gt;
|This defines the changes in happiness provided by the building if you have the specified resources.  The tag BonusHappinessChange, bracketed by BonusHappinessChanges, contains each individual resource and its effect.  BonusType defines the type of resource, and iHappinessChange defines the amount of happiness increase.&lt;br /&gt;
|-&lt;br /&gt;
!BonusHealthChanges &lt;br /&gt;
|This defines the changes in healthiness provided by the building if you have the specified resources.  The tag BonusHealthChange, bracketed by BonusHealthChanges, contains each individual resource and its effect.  BonusType defines the type of resource, and iHealthChange defines the amount of health increase.&lt;br /&gt;
|-&lt;br /&gt;
!BonusProductionModifiers &lt;br /&gt;
|This controls the production bonuses for the building as a result of specified resources.  BonusProductionModifier contains each individual resources and its effect, BonusType defines the type of resource, and iProductionModifier is a percentage value defining the change in production (e.g. Walls have a value for BONUS_STONE of 100).&lt;br /&gt;
|-&lt;br /&gt;
!BonusYieldModifiers &lt;br /&gt;
|This defines the bonuses to resources&#039; yields from a building.  BonusYieldModifier declares each resource, BonusType defines the type of resource, YieldModifiers brackets the three yield tags, and iYield controls the percentage change in food, hammer, and commerce production in that city.&lt;br /&gt;
|-&lt;br /&gt;
!BuildingClassNeededs &lt;br /&gt;
|This tag defines the buildings in the city that are required for the particular city improvement.  BuildingClassNeeded defines the individual building classes, BuildingClassType declares the specific type of building, bNeededInCity is a Boolean tag controlling whether the building is needed in this city, and BuildingInfo brackets the entire building group.&lt;br /&gt;
|-&lt;br /&gt;
!CommerceChangeDoubleTimes &lt;br /&gt;
|Defines how many turns must pass before a given commerce output is doubled. For example, Versailles starts giving 10 Culture per turn, but after 1000 turns, begins giving 20 Culture per turn.  The three iCommerce tags presumably refer to beakers, gold, and culture per turn.&lt;br /&gt;
|-&lt;br /&gt;
!CommerceChangeOriginalOwners &lt;br /&gt;
|Unknown.  Relies on the Boolean tag bCommerceChangeOriginalOwner and again has three separate tags, presumably for beakers, gold, and culture per turn.&lt;br /&gt;
|-&lt;br /&gt;
!CommerceChanges &lt;br /&gt;
|Defines the increases in beakers, gold, culture, and espionage per turn that the building provides, using the iCommerce integer tag.&lt;br /&gt;
|-&lt;br /&gt;
!CommerceFlexibles&lt;br /&gt;
|Unknown.  No building in the standard game uses this tag.&lt;br /&gt;
|-&lt;br /&gt;
!CommerceHappinesses &lt;br /&gt;
|This determines the percentage change in tax/research/culture sliders&#039; rates, respectively, that produce happy faces, using the iCommerce tag.  This is used for buildings like the Theater and Hippodrome.&lt;br /&gt;
|-&lt;br /&gt;
!CommerceModifiers &lt;br /&gt;
|Percentage change to the commerce production for the entire city (e.g. 25 is 25% increase), using the iCommerce tag.  The first tag controls beakers per turn, the second gold per turn, the third culture per turn, and the fourth in espionage per turn.&lt;br /&gt;
|-&lt;br /&gt;
!DomainFreeExperiences &lt;br /&gt;
|This tag defines the experience bonus given to units of a certain type.  The DomainFreeExperience tag contains each unit type, DomainType declares whether the unit is a land, sea, or air unit, and iExperience is an integer tag defining how many XP points are given to that unit type.&lt;br /&gt;
|-&lt;br /&gt;
!DomainProductionModifiers &lt;br /&gt;
|This tag defines the production bonus given to units of a certain type.  The DomainFreeExperience tag contains each unit type, DomainType declares whether the unit is a land, sea, or air unit, and iProductionModifier defines the percentage bonus given to unit construction for that type.&lt;br /&gt;
|-&lt;br /&gt;
!Flavors &lt;br /&gt;
|Used by the AI to decide what buildings to build based on personality&lt;br /&gt;
|-&lt;br /&gt;
!FreeSpecialistCounts &lt;br /&gt;
|This tag lists the free specialists given to a city by the particular building.  The FreeSpecialistCount brackets the info for each specialist type (Spy, Engineer, Merchant, etc.), SpecialistType declares the individual specialist type, and iFreeSpecialistCount controls how many free specialists of that type are granted.&lt;br /&gt;
|-&lt;br /&gt;
!GlobalSeaPlotYieldChanges &lt;br /&gt;
|Change in sea square yield for all cities, using the iYield integer tag. &lt;br /&gt;
|-&lt;br /&gt;
!HotKey &lt;br /&gt;
|Unknown.  This relies on the Boolean tags bAltDown, bCtrlDown, and bShiftDown.&lt;br /&gt;
|-&lt;br /&gt;
!ObsoleteSafeCommerceChanges &lt;br /&gt;
|Additions to commerce outputs that aren&#039;t affected by other changes and the building going obsolete.  Used primarily for culture per turn, this relies on the iCommerce integer tag.&lt;br /&gt;
|-&lt;br /&gt;
!PrereqBuildingClasses &lt;br /&gt;
|This specifies the amount of certain building class needed to construct this city improvement. PrereqBuildingClass brackets the info for each building class, BuildingClassType declares the building type, and iNumBuildingNeeded states the number of that building type required.&lt;br /&gt;
|-&lt;br /&gt;
!ProductionTraits &lt;br /&gt;
|This tag contains all the leader traits&#039; production bonuses for the building.  For example, Aggressive leaders receive a bonus when building a Barracks.  ProductionTrait contains the info for each trait, ProductionTraitType defines the particular trait type, and iProductionTrait declares the percentage bonus to production.&lt;br /&gt;
|-&lt;br /&gt;
!ReligionChanges &lt;br /&gt;
|Unknown.  ReligionChange contains the info for each religion, ReligionType indicates the particular religion affecting the building, and iReligionChange is an integer tag used to affect this building.&lt;br /&gt;
|-&lt;br /&gt;
!SeaPlotYieldChanges &lt;br /&gt;
|This defines the change in sea squares&#039; yield, using the iYield integer tag for food, hammers, and commerce output. &lt;br /&gt;
|-&lt;br /&gt;
!SpecialistCounts &lt;br /&gt;
|This list tag controls how many of each type of specialist this building allows (e.g. a Library allows only 2 Scientists).  SpecialistCount contains the info for each specialist, SpecialistType declares the specialist type, and iSpecialistCount defines how many of that type are permitted.&lt;br /&gt;
|-&lt;br /&gt;
!SpecialistExtraCommerces &lt;br /&gt;
|Bonus provided to specialists by the building, uses iCommerce tag (e.g. Sistine Chapel provides extra culture per turn to each specialist).&lt;br /&gt;
|-&lt;br /&gt;
!SpecialistYieldChanges &lt;br /&gt;
|This controls the bonuses given to each specialist type by the building in question.  SpecialistYieldChange contains all of the tags for each particular specialist: SpecialistType declares the type of specialist (Spy, Engineer, Merchant, etc.) and YieldChanges uses the iYield integer tag to modify Food, Hammers, and Gold per turn output.&lt;br /&gt;
|-&lt;br /&gt;
!StateReligionCommerces &lt;br /&gt;
|Bonus provided by buildings of the state religion, uses iCommerce tag (again used by the Sistine Chapel to increase culture per turn output of religous buildings). &lt;br /&gt;
|-&lt;br /&gt;
!TechTypes &lt;br /&gt;
|This tag lists all technologies that are required to allow construction.  Note that you must have &#039;&#039;all&#039;&#039; of these techs beforehand (i.e. these are AND techs, not OR techs).  The PrereqTech tag is used to bracket each individual prerequisite.&lt;br /&gt;
|-&lt;br /&gt;
!UnitCombatFreeExperiences&lt;br /&gt;
|This controls experience point bonuses to units of a certain combat type (Siege, Mounted, Melee, etc.).  UnitCombatFreeExperience groups the information for each unit type, and the iExperience integer tag describes how much free XP to give to that type.&lt;br /&gt;
|-&lt;br /&gt;
!YieldChanges &lt;br /&gt;
|Defines the change in city yield, using iYield.  There are three iYield tags: the first is for food per turn change, the second for hammers per turn, and the third for commerce per turn (e.g. the Palace provides 8 free commerce per turn).&lt;br /&gt;
|-&lt;br /&gt;
!YieldModifiers &lt;br /&gt;
|Percentage change to the yields for the entire city (e.g. 25 is 25% increase), using the iYield tag.  The first tag controls food per turn, the second hammers per turn, and the third commerce per turn. (e.g the Forge provides 25% more hammers per turn)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Art===&lt;br /&gt;
&lt;br /&gt;
These tags are directly related to the rendering of art for the entry.&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;
!fVisibilityPriority&lt;br /&gt;
|Used to give certain buildings priority when drawing them on the map.  Most buildings have a value of 1.0, but the Aqueduct, for example, as a value of 10240000.0 in order to ensure that it is always drawn first.&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;BuildingInfos&amp;gt;&lt;br /&gt;
  &amp;lt;BuildingInfo&amp;gt;&lt;br /&gt;
   &amp;lt;BuildingClass&amp;gt;BUILDINGCLASS_PALACE&amp;lt;/BuildingClass&amp;gt;&lt;br /&gt;
   &amp;lt;Type&amp;gt;BUILDING_PALACE&amp;lt;/Type&amp;gt;&lt;br /&gt;
   &amp;lt;SpecialBuildingType&amp;gt;NONE&amp;lt;/SpecialBuildingType&amp;gt;&lt;br /&gt;
   &amp;lt;Description&amp;gt;TXT_KEY_BUILDING_PALACE&amp;lt;/Description&amp;gt;&lt;br /&gt;
   &amp;lt;Civilopedia&amp;gt;TXT_KEY_BUILDING_PALACE_PEDIA&amp;lt;/Civilopedia&amp;gt;&lt;br /&gt;
   &amp;lt;Strategy&amp;gt;TXT_KEY_BUILDING_PALACE_STRATEGY&amp;lt;/Strategy&amp;gt;&lt;br /&gt;
   &amp;lt;Advisor&amp;gt;ADVISOR_ECONOMY&amp;lt;/Advisor&amp;gt;&lt;br /&gt;
   &amp;lt;ArtDefineTag&amp;gt;ART_DEF_BUILDING_PALACE&amp;lt;/ArtDefineTag&amp;gt;&lt;br /&gt;
   &amp;lt;MovieDefineTag&amp;gt;NONE&amp;lt;/MovieDefineTag&amp;gt;&lt;br /&gt;
   &amp;lt;HolyCity&amp;gt;NONE&amp;lt;/HolyCity&amp;gt;&lt;br /&gt;
   &amp;lt;ReligionType&amp;gt;NONE&amp;lt;/ReligionType&amp;gt;&lt;br /&gt;
   &amp;lt;StateReligion&amp;gt;NONE&amp;lt;/StateReligion&amp;gt;&lt;br /&gt;
   &amp;lt;bStateReligion&amp;gt;0&amp;lt;/bStateReligion&amp;gt;&lt;br /&gt;
   &amp;lt;PrereqReligion&amp;gt;NONE&amp;lt;/PrereqReligion&amp;gt;&lt;br /&gt;
   &amp;lt;PrereqCorporation&amp;gt;NONE&amp;lt;/PrereqCorporation&amp;gt;&lt;br /&gt;
   &amp;lt;FoundsCorporation&amp;gt;NONE&amp;lt;/FoundsCorporation&amp;gt;&lt;br /&gt;
   &amp;lt;GlobalReligionCommerce&amp;gt;NONE&amp;lt;/GlobalReligionCommerce&amp;gt;&lt;br /&gt;
   &amp;lt;GlobalCorporationCommerce&amp;gt;NONE&amp;lt;/GlobalCorporationCommerce&amp;gt;&lt;br /&gt;
   &amp;lt;VictoryPrereq&amp;gt;NONE&amp;lt;/VictoryPrereq&amp;gt;&lt;br /&gt;
   &amp;lt;FreeStartEra&amp;gt;NONE&amp;lt;/FreeStartEra&amp;gt;&lt;br /&gt;
   &amp;lt;MaxStartEra&amp;gt;NONE&amp;lt;/MaxStartEra&amp;gt;&lt;br /&gt;
   &amp;lt;ObsoleteTech&amp;gt;NONE&amp;lt;/ObsoleteTech&amp;gt;&lt;br /&gt;
   &amp;lt;PrereqTech&amp;gt;NONE&amp;lt;/PrereqTech&amp;gt;&lt;br /&gt;
   &amp;lt;TechTypes/&amp;gt;&lt;br /&gt;
   &amp;lt;Bonus&amp;gt;NONE&amp;lt;/Bonus&amp;gt;&lt;br /&gt;
   &amp;lt;PrereqBonuses/&amp;gt;&lt;br /&gt;
   &amp;lt;ProductionTraits/&amp;gt;&lt;br /&gt;
   &amp;lt;HappinessTraits/&amp;gt;&lt;br /&gt;
   &amp;lt;NoBonus&amp;gt;NONE&amp;lt;/NoBonus&amp;gt;&lt;br /&gt;
   &amp;lt;PowerBonus&amp;gt;NONE&amp;lt;/PowerBonus&amp;gt;&lt;br /&gt;
   &amp;lt;FreeBonus&amp;gt;NONE&amp;lt;/FreeBonus&amp;gt;&lt;br /&gt;
   &amp;lt;iNumFreeBonuses&amp;gt;0&amp;lt;/iNumFreeBonuses&amp;gt;&lt;br /&gt;
   &amp;lt;FreeBuilding&amp;gt;NONE&amp;lt;/FreeBuilding&amp;gt;&lt;br /&gt;
   &amp;lt;FreePromotion&amp;gt;NONE&amp;lt;/FreePromotion&amp;gt;&lt;br /&gt;
   &amp;lt;CivicOption&amp;gt;NONE&amp;lt;/CivicOption&amp;gt;&lt;br /&gt;
   &amp;lt;GreatPeopleUnitClass&amp;gt;NONE&amp;lt;/GreatPeopleUnitClass&amp;gt;&lt;br /&gt;
   &amp;lt;iGreatPeopleRateChange&amp;gt;0&amp;lt;/iGreatPeopleRateChange&amp;gt;&lt;br /&gt;
   &amp;lt;iHurryAngerModifier&amp;gt;0&amp;lt;/iHurryAngerModifier&amp;gt;&lt;br /&gt;
   &amp;lt;bBorderObstacle&amp;gt;0&amp;lt;/bBorderObstacle&amp;gt;&lt;br /&gt;
   &amp;lt;bTeamShare&amp;gt;0&amp;lt;/bTeamShare&amp;gt;&lt;br /&gt;
   &amp;lt;bWater&amp;gt;0&amp;lt;/bWater&amp;gt;&lt;br /&gt;
   &amp;lt;bRiver&amp;gt;0&amp;lt;/bRiver&amp;gt;&lt;br /&gt;
   &amp;lt;bPower&amp;gt;0&amp;lt;/bPower&amp;gt;&lt;br /&gt;
   &amp;lt;bDirtyPower&amp;gt;0&amp;lt;/bDirtyPower&amp;gt;&lt;br /&gt;
   &amp;lt;bAreaCleanPower&amp;gt;0&amp;lt;/bAreaCleanPower&amp;gt;&lt;br /&gt;
   &amp;lt;DiploVoteType&amp;gt;NONE&amp;lt;/DiploVoteType&amp;gt;&lt;br /&gt;
   &amp;lt;bForceTeamVoteEligible&amp;gt;0&amp;lt;/bForceTeamVoteEligible&amp;gt;&lt;br /&gt;
   &amp;lt;bCapital&amp;gt;1&amp;lt;/bCapital&amp;gt;&lt;br /&gt;
   &amp;lt;bGovernmentCenter&amp;gt;1&amp;lt;/bGovernmentCenter&amp;gt;&lt;br /&gt;
   &amp;lt;bGoldenAge&amp;gt;0&amp;lt;/bGoldenAge&amp;gt;&lt;br /&gt;
   &amp;lt;bAllowsNukes&amp;gt;0&amp;lt;/bAllowsNukes&amp;gt;&lt;br /&gt;
   &amp;lt;bMapCentering&amp;gt;0&amp;lt;/bMapCentering&amp;gt;&lt;br /&gt;
   &amp;lt;bNoUnhappiness&amp;gt;0&amp;lt;/bNoUnhappiness&amp;gt;&lt;br /&gt;
   &amp;lt;bNoUnhealthyPopulation&amp;gt;0&amp;lt;/bNoUnhealthyPopulation&amp;gt;&lt;br /&gt;
   &amp;lt;bBuildingOnlyHealthy&amp;gt;0&amp;lt;/bBuildingOnlyHealthy&amp;gt;&lt;br /&gt;
   &amp;lt;bNeverCapture&amp;gt;0&amp;lt;/bNeverCapture&amp;gt;&lt;br /&gt;
   &amp;lt;bNukeImmune&amp;gt;1&amp;lt;/bNukeImmune&amp;gt;&lt;br /&gt;
   &amp;lt;bPrereqReligion&amp;gt;0&amp;lt;/bPrereqReligion&amp;gt;&lt;br /&gt;
   &amp;lt;bCenterInCity&amp;gt;0&amp;lt;/bCenterInCity&amp;gt;&lt;br /&gt;
   &amp;lt;iAIWeight&amp;gt;0&amp;lt;/iAIWeight&amp;gt;&lt;br /&gt;
   &amp;lt;iCost&amp;gt;160&amp;lt;/iCost&amp;gt;&lt;br /&gt;
   &amp;lt;iHurryCostModifier&amp;gt;50&amp;lt;/iHurryCostModifier&amp;gt;&lt;br /&gt;
   &amp;lt;iAdvancedStartCost&amp;gt;-1&amp;lt;/iAdvancedStartCost&amp;gt;&lt;br /&gt;
   &amp;lt;iAdvancedStartCostIncrease&amp;gt;0&amp;lt;/iAdvancedStartCostIncrease&amp;gt;&lt;br /&gt;
   &amp;lt;iMinAreaSize&amp;gt;-1&amp;lt;/iMinAreaSize&amp;gt;&lt;br /&gt;
   &amp;lt;iConquestProb&amp;gt;0&amp;lt;/iConquestProb&amp;gt;&lt;br /&gt;
   &amp;lt;iCitiesPrereq&amp;gt;4&amp;lt;/iCitiesPrereq&amp;gt;&lt;br /&gt;
   &amp;lt;iTeamsPrereq&amp;gt;0&amp;lt;/iTeamsPrereq&amp;gt;&lt;br /&gt;
   &amp;lt;iLevelPrereq&amp;gt;0&amp;lt;/iLevelPrereq&amp;gt;&lt;br /&gt;
   &amp;lt;iMinLatitude&amp;gt;0&amp;lt;/iMinLatitude&amp;gt;&lt;br /&gt;
   &amp;lt;iMaxLatitude&amp;gt;90&amp;lt;/iMaxLatitude&amp;gt;&lt;br /&gt;
   &amp;lt;iGreatPeopleRateModifier&amp;gt;0&amp;lt;/iGreatPeopleRateModifier&amp;gt;&lt;br /&gt;
   &amp;lt;iGreatGeneralRateModifier&amp;gt;0&amp;lt;/iGreatGeneralRateModifier&amp;gt;&lt;br /&gt;
   &amp;lt;iDomesticGreatGeneralRateModifier&amp;gt;0&amp;lt;/iDomesticGreatGeneralRateModifier&amp;gt;&lt;br /&gt;
   &amp;lt;iGlobalGreatPeopleRateModifier&amp;gt;0&amp;lt;/iGlobalGreatPeopleRateModifier&amp;gt;&lt;br /&gt;
   &amp;lt;iAnarchyModifier&amp;gt;0&amp;lt;/iAnarchyModifier&amp;gt;&lt;br /&gt;
   &amp;lt;iGoldenAgeModifier&amp;gt;0&amp;lt;/iGoldenAgeModifier&amp;gt;&lt;br /&gt;
   &amp;lt;iGlobalHurryModifier&amp;gt;0&amp;lt;/iGlobalHurryModifier&amp;gt;&lt;br /&gt;
   &amp;lt;iExperience&amp;gt;0&amp;lt;/iExperience&amp;gt;&lt;br /&gt;
   &amp;lt;iGlobalExperience&amp;gt;0&amp;lt;/iGlobalExperience&amp;gt;&lt;br /&gt;
   &amp;lt;iFoodKept&amp;gt;0&amp;lt;/iFoodKept&amp;gt;&lt;br /&gt;
   &amp;lt;iAirlift&amp;gt;0&amp;lt;/iAirlift&amp;gt;&lt;br /&gt;
   &amp;lt;iAirModifier&amp;gt;0&amp;lt;/iAirModifier&amp;gt;&lt;br /&gt;
   &amp;lt;iAirUnitCapacity&amp;gt;0&amp;lt;/iAirUnitCapacity&amp;gt;&lt;br /&gt;
   &amp;lt;iNukeModifier&amp;gt;0&amp;lt;/iNukeModifier&amp;gt;&lt;br /&gt;
   &amp;lt;iNukeExplosionRand&amp;gt;0&amp;lt;/iNukeExplosionRand&amp;gt;&lt;br /&gt;
   &amp;lt;iFreeSpecialist&amp;gt;0&amp;lt;/iFreeSpecialist&amp;gt;&lt;br /&gt;
   &amp;lt;iAreaFreeSpecialist&amp;gt;0&amp;lt;/iAreaFreeSpecialist&amp;gt;&lt;br /&gt;
   &amp;lt;iGlobalFreeSpecialist&amp;gt;0&amp;lt;/iGlobalFreeSpecialist&amp;gt;&lt;br /&gt;
   &amp;lt;iMaintenanceModifier&amp;gt;0&amp;lt;/iMaintenanceModifier&amp;gt;&lt;br /&gt;
   &amp;lt;iWarWearinessModifier&amp;gt;0&amp;lt;/iWarWearinessModifier&amp;gt;&lt;br /&gt;
   &amp;lt;iGlobalWarWearinessModifier&amp;gt;0&amp;lt;/iGlobalWarWearinessModifier&amp;gt;&lt;br /&gt;
   &amp;lt;iEnemyWarWearinessModifier&amp;gt;0&amp;lt;/iEnemyWarWearinessModifier&amp;gt;&lt;br /&gt;
   &amp;lt;iHealRateChange&amp;gt;0&amp;lt;/iHealRateChange&amp;gt;&lt;br /&gt;
   &amp;lt;iHealth&amp;gt;0&amp;lt;/iHealth&amp;gt;&lt;br /&gt;
   &amp;lt;iAreaHealth&amp;gt;0&amp;lt;/iAreaHealth&amp;gt;&lt;br /&gt;
   &amp;lt;iGlobalHealth&amp;gt;0&amp;lt;/iGlobalHealth&amp;gt;&lt;br /&gt;
   &amp;lt;iHappiness&amp;gt;1&amp;lt;/iHappiness&amp;gt;&lt;br /&gt;
   &amp;lt;iAreaHappiness&amp;gt;0&amp;lt;/iAreaHappiness&amp;gt;&lt;br /&gt;
   &amp;lt;iGlobalHappiness&amp;gt;0&amp;lt;/iGlobalHappiness&amp;gt;&lt;br /&gt;
   &amp;lt;iStateReligionHappiness&amp;gt;0&amp;lt;/iStateReligionHappiness&amp;gt;&lt;br /&gt;
   &amp;lt;iWorkerSpeedModifier&amp;gt;0&amp;lt;/iWorkerSpeedModifier&amp;gt;&lt;br /&gt;
   &amp;lt;iMilitaryProductionModifier&amp;gt;0&amp;lt;/iMilitaryProductionModifier&amp;gt;&lt;br /&gt;
   &amp;lt;iSpaceProductionModifier&amp;gt;0&amp;lt;/iSpaceProductionModifier&amp;gt;&lt;br /&gt;
   &amp;lt;iGlobalSpaceProductionModifier&amp;gt;0&amp;lt;/iGlobalSpaceProductionModifier&amp;gt;&lt;br /&gt;
   &amp;lt;iTradeRoutes&amp;gt;0&amp;lt;/iTradeRoutes&amp;gt;&lt;br /&gt;
   &amp;lt;iCoastalTradeRoutes&amp;gt;0&amp;lt;/iCoastalTradeRoutes&amp;gt;&lt;br /&gt;
   &amp;lt;iGlobalTradeRoutes&amp;gt;0&amp;lt;/iGlobalTradeRoutes&amp;gt;&lt;br /&gt;
   &amp;lt;iTradeRouteModifier&amp;gt;0&amp;lt;/iTradeRouteModifier&amp;gt;&lt;br /&gt;
   &amp;lt;iForeignTradeRouteModifier&amp;gt;0&amp;lt;/iForeignTradeRouteModifier&amp;gt;&lt;br /&gt;
   &amp;lt;iGlobalPopulationChange&amp;gt;0&amp;lt;/iGlobalPopulationChange&amp;gt;&lt;br /&gt;
   &amp;lt;iFreeTechs&amp;gt;0&amp;lt;/iFreeTechs&amp;gt;&lt;br /&gt;
   &amp;lt;iDefense&amp;gt;0&amp;lt;/iDefense&amp;gt;&lt;br /&gt;
   &amp;lt;iBombardDefense&amp;gt;0&amp;lt;/iBombardDefense&amp;gt;&lt;br /&gt;
   &amp;lt;iAllCityDefense&amp;gt;0&amp;lt;/iAllCityDefense&amp;gt;&lt;br /&gt;
   &amp;lt;iEspionageDefense&amp;gt;0&amp;lt;/iEspionageDefense&amp;gt;&lt;br /&gt;
   &amp;lt;iAsset&amp;gt;0&amp;lt;/iAsset&amp;gt;&lt;br /&gt;
   &amp;lt;iPower&amp;gt;0&amp;lt;/iPower&amp;gt;&lt;br /&gt;
   &amp;lt;fVisibilityPriority&amp;gt;10000.0&amp;lt;/fVisibilityPriority&amp;gt;&lt;br /&gt;
   &amp;lt;SeaPlotYieldChanges/&amp;gt;&lt;br /&gt;
   &amp;lt;RiverPlotYieldChanges/&amp;gt;&lt;br /&gt;
   &amp;lt;GlobalSeaPlotYieldChanges/&amp;gt;&lt;br /&gt;
   &amp;lt;YieldChanges&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;iYield&amp;gt;8&amp;lt;/iYield&amp;gt;&lt;br /&gt;
   &amp;lt;/YieldChanges&amp;gt;&lt;br /&gt;
   &amp;lt;CommerceChanges&amp;gt;&lt;br /&gt;
    &amp;lt;iCommerce&amp;gt;0&amp;lt;/iCommerce&amp;gt;&lt;br /&gt;
    &amp;lt;iCommerce&amp;gt;0&amp;lt;/iCommerce&amp;gt;&lt;br /&gt;
    &amp;lt;iCommerce&amp;gt;0&amp;lt;/iCommerce&amp;gt;&lt;br /&gt;
    &amp;lt;iCommerce&amp;gt;4&amp;lt;/iCommerce&amp;gt;&lt;br /&gt;
   &amp;lt;/CommerceChanges&amp;gt;&lt;br /&gt;
   &amp;lt;ObsoleteSafeCommerceChanges&amp;gt;&lt;br /&gt;
    &amp;lt;iCommerce&amp;gt;0&amp;lt;/iCommerce&amp;gt;&lt;br /&gt;
    &amp;lt;iCommerce&amp;gt;0&amp;lt;/iCommerce&amp;gt;&lt;br /&gt;
    &amp;lt;iCommerce&amp;gt;2&amp;lt;/iCommerce&amp;gt;&lt;br /&gt;
   &amp;lt;/ObsoleteSafeCommerceChanges&amp;gt;&lt;br /&gt;
   &amp;lt;CommerceChangeDoubleTimes/&amp;gt;&lt;br /&gt;
   &amp;lt;CommerceModifiers/&amp;gt;&lt;br /&gt;
   &amp;lt;GlobalCommerceModifiers/&amp;gt;&lt;br /&gt;
   &amp;lt;SpecialistExtraCommerces/&amp;gt;&lt;br /&gt;
   &amp;lt;StateReligionCommerces/&amp;gt;&lt;br /&gt;
   &amp;lt;CommerceHappinesses/&amp;gt;&lt;br /&gt;
   &amp;lt;ReligionChanges/&amp;gt;&lt;br /&gt;
   &amp;lt;SpecialistCounts/&amp;gt;&lt;br /&gt;
   &amp;lt;FreeSpecialistCounts/&amp;gt;&lt;br /&gt;
   &amp;lt;CommerceFlexibles/&amp;gt;&lt;br /&gt;
   &amp;lt;CommerceChangeOriginalOwners/&amp;gt;&lt;br /&gt;
   &amp;lt;ConstructSound/&amp;gt;&lt;br /&gt;
   &amp;lt;BonusHealthChanges/&amp;gt;&lt;br /&gt;
   &amp;lt;BonusHappinessChanges/&amp;gt;&lt;br /&gt;
   &amp;lt;BonusProductionModifiers/&amp;gt;&lt;br /&gt;
   &amp;lt;UnitCombatFreeExperiences/&amp;gt;&lt;br /&gt;
   &amp;lt;DomainFreeExperiences/&amp;gt;&lt;br /&gt;
   &amp;lt;DomainProductionModifiers/&amp;gt;&lt;br /&gt;
   &amp;lt;BuildingHappinessChanges/&amp;gt;&lt;br /&gt;
   &amp;lt;PrereqBuildingClasses/&amp;gt;&lt;br /&gt;
   &amp;lt;BuildingClassNeededs/&amp;gt;&lt;br /&gt;
   &amp;lt;SpecialistYieldChanges/&amp;gt;&lt;br /&gt;
   &amp;lt;BonusYieldModifiers/&amp;gt;&lt;br /&gt;
   &amp;lt;ImprovementFreeSpecialists/&amp;gt;&lt;br /&gt;
   &amp;lt;Flavors/&amp;gt;&lt;br /&gt;
   &amp;lt;HotKey/&amp;gt;&lt;br /&gt;
   &amp;lt;bAltDown&amp;gt;0&amp;lt;/bAltDown&amp;gt;&lt;br /&gt;
   &amp;lt;bShiftDown&amp;gt;0&amp;lt;/bShiftDown&amp;gt;&lt;br /&gt;
   &amp;lt;bCtrlDown&amp;gt;0&amp;lt;/bCtrlDown&amp;gt;&lt;br /&gt;
   &amp;lt;iHotKeyPriority&amp;gt;0&amp;lt;/iHotKeyPriority&amp;gt;&lt;br /&gt;
  &amp;lt;/BuildingInfo&amp;gt;&lt;br /&gt;
 &amp;lt;/BuildingInfos&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Civ4_XML_Files}}&lt;/div&gt;</summary>
		<author><name>Afforess</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=CvCity&amp;diff=1311</id>
		<title>CvCity</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=CvCity&amp;diff=1311"/>
		<updated>2009-12-26T01:27:54Z</updated>

		<summary type="html">&lt;p&gt;Afforess: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;CvCity&#039;&#039;&#039; file controls everything that occurs in each city in the game. Everything from Religion spread, Meltdowns, and city growth are controlled here.&lt;br /&gt;
&lt;br /&gt;
The SDK files are written in the C++ programming language.  They can be edited in a text editor such as notepad or in a programming editor like Microsoft&#039;s Visual Studio.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;This page is missing information. Do not remove this notice until it is complete.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Functions==&lt;br /&gt;
&lt;br /&gt;
Below is a list of all the functions in the file. Each function has a quick description attached to it. Note that there are comments strewn throughout some of these files, direct from the developers in order to aid the potential modders. All these functions are in the class CvCity.&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; | Function &lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Parameters&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Return Type &lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
!CvCity::CvCity()&lt;br /&gt;
|None&lt;br /&gt;
|Void&lt;br /&gt;
|Initializes and creates references for the arrays for each city ID&lt;br /&gt;
|-&lt;br /&gt;
!CvCity::~CvCity()&lt;br /&gt;
|None&lt;br /&gt;
|Void&lt;br /&gt;
|Clears the arrays of all data and size&lt;br /&gt;
|-&lt;br /&gt;
!CvCity::init()&lt;br /&gt;
|int iID, PlayerTypes eOwner, int iX, int iY, bool bBumpUnits, bool bUpdatePlotGroups&lt;br /&gt;
|Void&lt;br /&gt;
|Begins the initial city setup, finds the plot the city is located on, updates the city&#039;s culture, line of sight, destroys any features the city is built on top of, adds a road underneath the city, adds any initial free buildings, etc...&lt;br /&gt;
|-&lt;br /&gt;
!CvCity::uninit()&lt;br /&gt;
|None&lt;br /&gt;
|Void&lt;br /&gt;
|Clears all the arrays of size and data, for when the game is shutting down, or the city is destroyed.&lt;br /&gt;
|-&lt;br /&gt;
!CvCity::reset()&lt;br /&gt;
|int iID, PlayerTypes eOwner, int iX, int iY, bool bConstructorCall&lt;br /&gt;
|Void&lt;br /&gt;
|Initializes all variables and arrays to their default value (usually 0 or -1)&lt;br /&gt;
|-&lt;br /&gt;
!CvCity::setupGraphical()&lt;br /&gt;
|None&lt;br /&gt;
|Void&lt;br /&gt;
|Sets up the graphical display for the city&lt;br /&gt;
|-&lt;br /&gt;
!CvCity::kill&lt;br /&gt;
|bool bUpdatePlotGroups&lt;br /&gt;
|Void&lt;br /&gt;
|Destroys the city, called when the city is razed.&lt;br /&gt;
|-&lt;br /&gt;
!CvCity::doTurn()&lt;br /&gt;
|None&lt;br /&gt;
|Void&lt;br /&gt;
|Called each turn by CvGame. Does all of the standard actions a city experiences, growth, religion spread, Great People, Production... etc..&lt;br /&gt;
|-&lt;br /&gt;
!CvCity::isCitySelected()&lt;br /&gt;
|None&lt;br /&gt;
|Boolean&lt;br /&gt;
|Called when the city is selected in-game&lt;br /&gt;
|-&lt;br /&gt;
!CvCity::canBeSelected()&lt;br /&gt;
|None&lt;br /&gt;
|Boolean&lt;br /&gt;
|Called to see if the active team member can select the city in question or not. &lt;br /&gt;
|-&lt;br /&gt;
!CvCity::updateSelectedCity()&lt;br /&gt;
|bool bTestProduction&lt;br /&gt;
|Void&lt;br /&gt;
|Updates the selected cities symbols and surrounding tiles.&lt;br /&gt;
|-&lt;br /&gt;
!CvCity::updateYield()&lt;br /&gt;
|None&lt;br /&gt;
|Void&lt;br /&gt;
|Loops through each city plot and calls the CvPlot::updateYield() function.&lt;br /&gt;
|-&lt;br /&gt;
!CvCity::updateVisibility()&lt;br /&gt;
|None&lt;br /&gt;
|Void&lt;br /&gt;
|Called at the start of the game and removes the fog of war and adds visibility for the city&lt;br /&gt;
|-&lt;br /&gt;
!CvCity::createGreatPeople()&lt;br /&gt;
|UnitTypes eGreatPersonUnit, bool bIncrementThreshold, bool bIncrementExperience&lt;br /&gt;
|Void&lt;br /&gt;
|Calls the CvPlayer::createGreatPeople function.&lt;br /&gt;
|-&lt;br /&gt;
!CvCity::doTask()&lt;br /&gt;
|TaskTypes eTask, int iData1, int iData2, bool bOption, bool bAlt, bool bShift, bool bCtrl&lt;br /&gt;
|Void&lt;br /&gt;
|Called when a player commands a city to do a task (like hurry production), and calls the function for the specific task that was called, or does nothing if it is given an invalid task type.&lt;br /&gt;
|-&lt;br /&gt;
!CvCity::chooseProduction()&lt;br /&gt;
|UnitTypes eTrainUnit, BuildingTypes eConstructBuilding, ProjectTypes eCreateProject, bool bFinish, bool bFront&lt;br /&gt;
|Void&lt;br /&gt;
|Creates the pop-up for the human player to choose the next construction project that the city will have, and fills it with the recommended unit, or recommended building, or the recommended project. This function is only used for the human player. &lt;br /&gt;
|-&lt;br /&gt;
!CvCity::getCityPlotIndex()&lt;br /&gt;
|CvPlot* pPlot&lt;br /&gt;
|Int&lt;br /&gt;
|Returns the index number of the plot given.&lt;br /&gt;
|-&lt;br /&gt;
!CvCity::getCityIndexPlot()&lt;br /&gt;
|int iIndex&lt;br /&gt;
|CvPlot*&lt;br /&gt;
|Returns plot X,Y coordinates of the given index number.&lt;br /&gt;
|-&lt;br /&gt;
!CvCity::canWork()&lt;br /&gt;
|CvPlot* pPlot&lt;br /&gt;
|Boolean&lt;br /&gt;
|Given a plot, canWork() returns true or false if the city can work the plot.&lt;br /&gt;
|-&lt;br /&gt;
!CvCity::verifyWorkingPlot()&lt;br /&gt;
|int iIndex&lt;br /&gt;
|Void&lt;br /&gt;
|Ensures that the plot with the given index in the city is being worked is updated graphically and marked internally as being worked.&lt;br /&gt;
|-&lt;br /&gt;
!CvCity::verifyWorkingPlot()&lt;br /&gt;
|None&lt;br /&gt;
|Void&lt;br /&gt;
|Loops through all the city plots an calls verifyWorkingPlot() for each one.&lt;br /&gt;
|-&lt;br /&gt;
!CvCity::clearWorkingOverride()&lt;br /&gt;
|int iIndex&lt;br /&gt;
|Void&lt;br /&gt;
|Given a city plot index, clearWorkingOverride() overrides any previous settings and marks the plot as unworked.&lt;br /&gt;
|-&lt;br /&gt;
!CvCity::countNumImprovedPlots()&lt;br /&gt;
|ImprovementTypes eImprovement, bool bPotential&lt;br /&gt;
|Int&lt;br /&gt;
|Checks all the cities tiles for the given improvement type. If bPotential is true, it also counts possible sites for the given improvement.&lt;br /&gt;
|-&lt;br /&gt;
!CvCity::countNumWaterPlots()&lt;br /&gt;
|None&lt;br /&gt;
|Int&lt;br /&gt;
|Returns the number of the water tiles in the cities radius.&lt;br /&gt;
|-&lt;br /&gt;
!CvCity::countNumRiverPlots()&lt;br /&gt;
|None&lt;br /&gt;
|Int&lt;br /&gt;
|Returns the number of the tiles with a river on them in the cities radius.&lt;br /&gt;
|-&lt;br /&gt;
!CvCity::findPopulationRank()&lt;br /&gt;
|None&lt;br /&gt;
|Int&lt;br /&gt;
|Returns the rank of the city vs all other of the player&#039;s cities population. A Higher rank equates to a higher relative population.&lt;br /&gt;
|-&lt;br /&gt;
!CvCity::findBaseYieldRateRank()&lt;br /&gt;
|YieldTypes eYield&lt;br /&gt;
|Int&lt;br /&gt;
|Returns the rank of the city vs all other of the player&#039;s cities, for the given base yield type. A Higher rank equates to a higher relative yield.&lt;br /&gt;
|-&lt;br /&gt;
!CvCity::findYieldRateRank()&lt;br /&gt;
|YieldTypes eYield&lt;br /&gt;
|Int&lt;br /&gt;
|Returns the rank of the city vs all other of the player&#039;s cities, for the given yield type, after all yield modifiers have been applied (from civics, buildings, etc...). A Higher rank equates to a higher relative yield.&lt;br /&gt;
|-&lt;br /&gt;
!!CvCity::findCommerceRateRank()&lt;br /&gt;
|CommerceTypes eCommerce&lt;br /&gt;
|Int&lt;br /&gt;
|Returns the rank of the city vs all other of the player&#039;s cities, for the given commerce type. A Higher rank equates to a higher relative commerce.&lt;br /&gt;
|-&lt;br /&gt;
!CvCity::allUpgradesAvailable()&lt;br /&gt;
|UnitTypes eUnit, int iUpgradeCount&lt;br /&gt;
|UnitTypes&lt;br /&gt;
|Returns the unittype of the upgrade unit for the given unit, if any is available. If none are available, returns -1 (NO_UNIT).&lt;br /&gt;
|-&lt;br /&gt;
!CvCity::isWorldWondersMaxed()&lt;br /&gt;
|None&lt;br /&gt;
|Boolean&lt;br /&gt;
|Returns true if the city has exceeded the maximum limit for world wonders.&lt;br /&gt;
|-&lt;br /&gt;
!CvCity::isTeamWondersMaxed()&lt;br /&gt;
|None&lt;br /&gt;
|Boolean&lt;br /&gt;
|Returns true if the city has exceeded the maximum limit for team wonders.&lt;br /&gt;
|-&lt;br /&gt;
!CvCity::isNationalWondersMaxed()&lt;br /&gt;
|None&lt;br /&gt;
|Boolean&lt;br /&gt;
|Returns true if the city has exceeded the maximum limit for national wonders.&lt;br /&gt;
|-&lt;br /&gt;
!CvCity::isBuildingsMaxed()&lt;br /&gt;
|None&lt;br /&gt;
|Boolean&lt;br /&gt;
|Returns true if the city has exceeded the maximum limit for the # of buildings.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Civ4_SDK_Files}}&lt;/div&gt;</summary>
		<author><name>Afforess</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Talk:Format_for_new_SDK_pages&amp;diff=1310</id>
		<title>Talk:Format for new SDK pages</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Talk:Format_for_new_SDK_pages&amp;diff=1310"/>
		<updated>2009-12-26T00:04:39Z</updated>

		<summary type="html">&lt;p&gt;Afforess: Created page with &amp;#039;I added a new section for the function&amp;#039;s return type. It&amp;#039;s fairly important in the SDK, as C++ has strictly defined datatypes and python does not.&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I added a new section for the function&#039;s return type. It&#039;s fairly important in the SDK, as C++ has strictly defined datatypes and python does not.&lt;/div&gt;</summary>
		<author><name>Afforess</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Format_for_new_SDK_pages&amp;diff=1309</id>
		<title>Format for new SDK pages</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Format_for_new_SDK_pages&amp;diff=1309"/>
		<updated>2009-12-26T00:03:43Z</updated>

		<summary type="html">&lt;p&gt;Afforess: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;FILENAME&#039;&#039;&#039; file &amp;lt;&amp;lt;INSERT PURPOSE HERE&amp;gt;&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The SDK is written in C++ and divided between header files (.h) and source files (.cpp). The header files contain all the unique classes used for Civ4; you will probably not be adding any new classes. They also hold lists of all the functions in the corresponding .cpp files, and their parameters. These files are divided into public, private, and protected areas, with variables and functions listed in each. The source files hold all the functions and the code - the meat of the SDK. Toying around with these will change AI behavior and let you mod the &#039;basic&#039; parts of the game - sliders, traits, city structure, tiles, etc. &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;
==Functions==&lt;br /&gt;
&lt;br /&gt;
Below is a list of all the functions in the given source/header file. Each function has a quick description attached to it. Note that there are comments strewn throughout these files, direct from the developers in order to aid the potential modders.&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; | Function &lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Parameters&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Return Type&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
!include function type and name&lt;br /&gt;
|enter text here&lt;br /&gt;
|enter text here&lt;br /&gt;
|enter text here&lt;br /&gt;
|-&lt;br /&gt;
!include function type and name&lt;br /&gt;
|enter text here&lt;br /&gt;
|enter text here&lt;br /&gt;
|enter text here&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
&lt;br /&gt;
This example is a quick idea of what you can do with functions in this file. &lt;br /&gt;
&lt;br /&gt;
  &amp;lt;insert code example from actual SDK file&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Civ4_SDK_Files}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Afforess</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=CvCity&amp;diff=1308</id>
		<title>CvCity</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=CvCity&amp;diff=1308"/>
		<updated>2009-12-23T17:40:21Z</updated>

		<summary type="html">&lt;p&gt;Afforess: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;CvCity&#039;&#039;&#039; file controls everything that occurs in each city in the game. Everything from Religion spread, Meltdowns, and city growth are controlled here.&lt;br /&gt;
&lt;br /&gt;
The SDK files are written in the C++ programming language.  They can be edited in a text editor such as notepad or in a programming editor like Microsoft&#039;s Visual Studio.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;This page is missing information. Do not remove this notice until it is complete.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Functions==&lt;br /&gt;
&lt;br /&gt;
Below is a list of all the functions in the file. Each function has a quick description attached to it. Note that there are comments strewn throughout some of these files, direct from the developers in order to aid the potential modders. All these functions are in the class CvCity.&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; | Function &lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Parameters&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Return Type &lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
!CvCity::CvCity()&lt;br /&gt;
|None&lt;br /&gt;
|Void&lt;br /&gt;
|Initializes and creates references for the arrays for each city ID&lt;br /&gt;
|-&lt;br /&gt;
!CvCity::~CvCity()&lt;br /&gt;
|None&lt;br /&gt;
|Void&lt;br /&gt;
|Clears the arrays of all data and size&lt;br /&gt;
|-&lt;br /&gt;
!CvCity::init()&lt;br /&gt;
|int iID, PlayerTypes eOwner, int iX, int iY, bool bBumpUnits, bool bUpdatePlotGroups&lt;br /&gt;
|Void&lt;br /&gt;
|Begins the initial city setup, finds the plot the city is located on, updates the city&#039;s culture, line of sight, destroys any features the city is built on top of, adds a road underneath the city, adds any initial free buildings, etc...&lt;br /&gt;
|-&lt;br /&gt;
!CvCity::uninit()&lt;br /&gt;
|None&lt;br /&gt;
|Void&lt;br /&gt;
|Clears all the arrays of size and data, for when the game is shutting down, or the city is destroyed.&lt;br /&gt;
|-&lt;br /&gt;
!CvCity::reset()&lt;br /&gt;
|int iID, PlayerTypes eOwner, int iX, int iY, bool bConstructorCall&lt;br /&gt;
|Void&lt;br /&gt;
|Initializes all variables and arrays to their default value (usually 0 or -1)&lt;br /&gt;
|-&lt;br /&gt;
!CvCity::setupGraphical()&lt;br /&gt;
|None&lt;br /&gt;
|Void&lt;br /&gt;
|Sets up the graphical display for the city&lt;br /&gt;
|-&lt;br /&gt;
!CvCity::kill&lt;br /&gt;
|bool bUpdatePlotGroups&lt;br /&gt;
|Void&lt;br /&gt;
|Destroys the city, called when the city is razed.&lt;br /&gt;
|-&lt;br /&gt;
!CvCity::doTurn()&lt;br /&gt;
|None&lt;br /&gt;
|Void&lt;br /&gt;
|Called each turn by CvGame. Does all of the standard actions a city experiences, growth, religion spread, Great People, Production... etc..&lt;br /&gt;
|-&lt;br /&gt;
!CvCity::isCitySelected()&lt;br /&gt;
|None&lt;br /&gt;
|Boolean&lt;br /&gt;
|Called when the city is selected in-game&lt;br /&gt;
|-&lt;br /&gt;
!CvCity::canBeSelected()&lt;br /&gt;
|None&lt;br /&gt;
|Boolean&lt;br /&gt;
|Called to see if the active team member can select the city in question or not. &lt;br /&gt;
|-&lt;br /&gt;
!CvCity::updateSelectedCity()&lt;br /&gt;
|bool bTestProduction&lt;br /&gt;
|Void&lt;br /&gt;
|Updates the selected cities symbols and surrounding tiles.&lt;br /&gt;
|-&lt;br /&gt;
!CvCity::updateYield()&lt;br /&gt;
|None&lt;br /&gt;
|Void&lt;br /&gt;
|Loops through each city plot and calls the CvPlot::updateYield() function.&lt;br /&gt;
|-&lt;br /&gt;
!CvCity::updateVisibility()&lt;br /&gt;
|None&lt;br /&gt;
|Void&lt;br /&gt;
|Called at the start of the game and removes the fog of war and adds visibility for the city&lt;br /&gt;
|-&lt;br /&gt;
!CvCity::createGreatPeople()&lt;br /&gt;
|UnitTypes eGreatPersonUnit, bool bIncrementThreshold, bool bIncrementExperience&lt;br /&gt;
|Void&lt;br /&gt;
|Calls the CvPlayer::createGreatPeople function.&lt;br /&gt;
|-&lt;br /&gt;
!CvCity::doTask()&lt;br /&gt;
|TaskTypes eTask, int iData1, int iData2, bool bOption, bool bAlt, bool bShift, bool bCtrl&lt;br /&gt;
|Void&lt;br /&gt;
|Called when a player commands a city to do a task (like hurry production), and calls the function for the specific task that was called, or does nothing if it is given an invalid task type.&lt;br /&gt;
|-&lt;br /&gt;
!CvCity::chooseProduction()&lt;br /&gt;
|UnitTypes eTrainUnit, BuildingTypes eConstructBuilding, ProjectTypes eCreateProject, bool bFinish, bool bFront&lt;br /&gt;
|Void&lt;br /&gt;
|Creates the pop-up for the human player to choose the next construction project that the city will have, and fills it with the recommended unit, or recommended building, or the recommended project. This function is only used for the human player. &lt;br /&gt;
|-&lt;br /&gt;
!CvCity::getCityPlotIndex()&lt;br /&gt;
|CvPlot* pPlot&lt;br /&gt;
|Int&lt;br /&gt;
|Returns the index number of the plot given.&lt;br /&gt;
|-&lt;br /&gt;
!CvCity::getCityIndexPlot()&lt;br /&gt;
|int iIndex&lt;br /&gt;
|CvPlot*&lt;br /&gt;
|Returns plot X,Y coordinates of the given index number.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Civ4_SDK_Files}}&lt;/div&gt;</summary>
		<author><name>Afforess</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=CvCity&amp;diff=1307</id>
		<title>CvCity</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=CvCity&amp;diff=1307"/>
		<updated>2009-12-23T17:39:42Z</updated>

		<summary type="html">&lt;p&gt;Afforess: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;CvCity&#039;&#039;&#039; file controls everything that occurs in each city in the game. Everything from Religion spread, Meltdowns, and city growth are controlled here.&lt;br /&gt;
&lt;br /&gt;
The SDK files are written in the C++ programming language.  They can be edited in a text editor such as notepad or in a programming editor like Microsoft&#039;s Visual Studio.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;This page is missing information. Do not remove this notice until it is complete.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Functions==&lt;br /&gt;
&lt;br /&gt;
Below is a list of all the functions in the file. Each function has a quick description attached to it. Note that there are comments strewn throughout some of these files, direct from the developers in order to aid the potential modders. All these functions are in the class CvCity.&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; | Function &lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Parameters&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Return Type &lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
!CvCity::CvCity()&lt;br /&gt;
|None&lt;br /&gt;
|Void&lt;br /&gt;
|Initializes and creates references for the arrays for each city ID&lt;br /&gt;
|-&lt;br /&gt;
!CvCity::~CvCity()&lt;br /&gt;
|None&lt;br /&gt;
|Void&lt;br /&gt;
|Clears the arrays of all data and size&lt;br /&gt;
|-&lt;br /&gt;
!CvCity::init()&lt;br /&gt;
|int iID, PlayerTypes eOwner, int iX, int iY, bool bBumpUnits, bool bUpdatePlotGroups&lt;br /&gt;
|Void&lt;br /&gt;
|Begins the initial city setup, finds the plot the city is located on, updates the city&#039;s culture, line of sight, destroys any features the city is built on top of, adds a road underneath the city, adds any initial free buildings, etc...&lt;br /&gt;
|-&lt;br /&gt;
!CvCity::uninit()&lt;br /&gt;
|None&lt;br /&gt;
|Void&lt;br /&gt;
|Clears all the arrays of size and data, for when the game is shutting down, or the city is destroyed.&lt;br /&gt;
|-&lt;br /&gt;
!CvCity::reset()&lt;br /&gt;
|int iID, PlayerTypes eOwner, int iX, int iY, bool bConstructorCall&lt;br /&gt;
|Void&lt;br /&gt;
|Initializes all variables and arrays to their default value (usually 0 or -1)&lt;br /&gt;
|-&lt;br /&gt;
!CvCity::setupGraphical()&lt;br /&gt;
|None&lt;br /&gt;
|Void&lt;br /&gt;
|Sets up the graphical display for the city&lt;br /&gt;
|-&lt;br /&gt;
!CvCity::kill&lt;br /&gt;
|bool bUpdatePlotGroups&lt;br /&gt;
|Void&lt;br /&gt;
|Destroys the city, called when the city is razed.&lt;br /&gt;
|-&lt;br /&gt;
!CvCity::doTurn()&lt;br /&gt;
|None&lt;br /&gt;
|Void&lt;br /&gt;
|Called each turn by CvGame. Does all of the standard actions a city experiences, growth, religion spread, Great People, Production... etc..&lt;br /&gt;
|-&lt;br /&gt;
!CvCity::isCitySelected()&lt;br /&gt;
|None&lt;br /&gt;
|Boolean&lt;br /&gt;
|Called when the city is selected in-game&lt;br /&gt;
|-&lt;br /&gt;
!CvCity::canBeSelected()&lt;br /&gt;
|None&lt;br /&gt;
|Boolean&lt;br /&gt;
|Called to see if the active team member can select the city in question or not. &lt;br /&gt;
|-&lt;br /&gt;
!CvCity::updateSelectedCity()&lt;br /&gt;
|bool bTestProduction&lt;br /&gt;
|Void&lt;br /&gt;
|Updates the selected cities symbols and surrounding tiles.&lt;br /&gt;
|-&lt;br /&gt;
!CvCity::updateYield()&lt;br /&gt;
|None&lt;br /&gt;
|Void&lt;br /&gt;
|Loops through each city plot and calls the CvPlot::updateYield() function.&lt;br /&gt;
|-&lt;br /&gt;
!CvCity::updateVisibility()&lt;br /&gt;
|None&lt;br /&gt;
|Void&lt;br /&gt;
|Called at the start of the game and removes the fog of war and adds visibility for the city&lt;br /&gt;
!CvCity::createGreatPeople()&lt;br /&gt;
|UnitTypes eGreatPersonUnit, bool bIncrementThreshold, bool bIncrementExperience&lt;br /&gt;
|Void&lt;br /&gt;
|Calls the CvPlayer::createGreatPeople function.&lt;br /&gt;
!CvCity::doTask()&lt;br /&gt;
|TaskTypes eTask, int iData1, int iData2, bool bOption, bool bAlt, bool bShift, bool bCtrl&lt;br /&gt;
|Void&lt;br /&gt;
|Called when a player commands a city to do a task (like hurry production), and calls the function for the specific task that was called, or does nothing if it is given an invalid task type.&lt;br /&gt;
!CvCity::chooseProduction()&lt;br /&gt;
|UnitTypes eTrainUnit, BuildingTypes eConstructBuilding, ProjectTypes eCreateProject, bool bFinish, bool bFront&lt;br /&gt;
|Void&lt;br /&gt;
|Creates the pop-up for the human player to choose the next construction project that the city will have, and fills it with the recommended unit, or recommended building, or the recommended project. This function is only used for the human player. &lt;br /&gt;
!CvCity::getCityPlotIndex()&lt;br /&gt;
|CvPlot* pPlot&lt;br /&gt;
|Int&lt;br /&gt;
|Returns the index number of the plot given.&lt;br /&gt;
!CvCity::getCityIndexPlot()&lt;br /&gt;
|int iIndex&lt;br /&gt;
|CvPlot*&lt;br /&gt;
|Returns plot X,Y coordinates of the given index number.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Civ4_SDK_Files}}&lt;/div&gt;</summary>
		<author><name>Afforess</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=CvCity&amp;diff=1304</id>
		<title>CvCity</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=CvCity&amp;diff=1304"/>
		<updated>2009-12-23T06:59:41Z</updated>

		<summary type="html">&lt;p&gt;Afforess: Created page with &amp;#039;The CvCity controls everything that occurs in each city in the game. Everything from Religion spread, Meltdowns, and city growth are controlled here.  The SDK files are written i...&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The CvCity controls everything that occurs in each city in the game. Everything from Religion spread, Meltdowns, and city growth are controlled here.&lt;br /&gt;
&lt;br /&gt;
The SDK files are written in the C++ programming language.  They can be edited in a text editor such as notepad or in a programming editor like Microsoft&#039;s Visual Studio.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;This page is missing information. Do not remove this notice until it is complete.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Functions==&lt;br /&gt;
&lt;br /&gt;
Below is a list of all the functions in the file. Each function has a quick description attached to it. Note that there are comments strewn throughout some of these files, direct from the developers in order to aid the potential modders. All these functions are in the class CvCity.&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; | Function &lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Parameters&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Return Type &lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
!CvCity::CvCity()&lt;br /&gt;
|None&lt;br /&gt;
|Void&lt;br /&gt;
|Initializes and creates references for the arrays for each city ID&lt;br /&gt;
|-&lt;br /&gt;
!CvCity::~CvCity()&lt;br /&gt;
|None&lt;br /&gt;
|Void&lt;br /&gt;
|Clears the arrays of all data and size&lt;br /&gt;
|-&lt;br /&gt;
!CvCity::init()&lt;br /&gt;
|int iID, PlayerTypes eOwner, int iX, int iY, bool bBumpUnits, bool bUpdatePlotGroups&lt;br /&gt;
|Void&lt;br /&gt;
|Begins the initial city setup, finds the plot the city is located on, updates the city&#039;s culture, line of sight, destroys any features the city is built on top of, adds a road underneath the city, adds any initial free buildings, etc...&lt;br /&gt;
|-&lt;br /&gt;
!CvCity::uninit()&lt;br /&gt;
|None&lt;br /&gt;
|Void&lt;br /&gt;
|Clears all the arrays of size and data, for when the game is shutting down, or the city is destroyed.&lt;br /&gt;
|-&lt;br /&gt;
!CvCity::reset()&lt;br /&gt;
|int iID, PlayerTypes eOwner, int iX, int iY, bool bConstructorCall&lt;br /&gt;
|Void&lt;br /&gt;
|Initializes all variables and arrays to their default value (usually 0 or -1)&lt;br /&gt;
|-&lt;br /&gt;
!CvCity::setupGraphical()&lt;br /&gt;
|None&lt;br /&gt;
|Void&lt;br /&gt;
|Sets up the graphical display for the city&lt;br /&gt;
|-&lt;br /&gt;
!CvCity::kill&lt;br /&gt;
|bool bUpdatePlotGroups&lt;br /&gt;
|Void&lt;br /&gt;
|Destroys the city, called when the city is razed.&lt;br /&gt;
|-&lt;br /&gt;
!CvCity::doTurn()&lt;br /&gt;
|None&lt;br /&gt;
|Void&lt;br /&gt;
|Called each turn by CvGame. Does all of the standard actions a city experiences, growth, religion spread, Great People, Production... etc..&lt;br /&gt;
|-&lt;br /&gt;
!CvCity::isCitySelected()&lt;br /&gt;
|None&lt;br /&gt;
|Boolean&lt;br /&gt;
|Called when the city is selected in-game&lt;br /&gt;
|-&lt;br /&gt;
!dCvCity::canBeSelected()&lt;br /&gt;
|None&lt;br /&gt;
|Boolean&lt;br /&gt;
|Called to see if the active team member can select the city in question or not. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
(Note: this file is incomplete. I will finish it at a later date [[User:Afforess|Afforess]])&lt;/div&gt;</summary>
		<author><name>Afforess</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Civ4LeaderHeadInfos&amp;diff=1091</id>
		<title>Civ4LeaderHeadInfos</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Civ4LeaderHeadInfos&amp;diff=1091"/>
		<updated>2009-10-23T18:00:22Z</updated>

		<summary type="html">&lt;p&gt;Afforess: /* Lists (Multi-line) */  added more info on Memory Decays&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Civ4LeaderHeadInfos&#039;&#039;&#039; file contains all the information related to each leader.&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;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Everything that affects attitude only applies to AI leaders, as humans don&#039;t have real attitudes.  Rather, the human&#039;s attitude is &#039;&#039;not&#039;&#039; decided by the computer!  You can find the personality values Firaxis gave each leader [http://www.asjotools.com/misc/CIV4LeaderHeadInfos.htm at this link].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tags==&lt;br /&gt;
===Headers===&lt;br /&gt;
&lt;br /&gt;
These tags typically bracket other tags, sometimes the entire file, and are generally used to specify more than one piece of data.&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;
!LeaderHeadInfo&lt;br /&gt;
|Main bracket for each entry&lt;br /&gt;
|-&lt;br /&gt;
!Type &lt;br /&gt;
|Label that is used throughout all other XML files&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&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;
!Description&lt;br /&gt;
|References the Text which contains the leader name. The text is specified in any of the Assets\XML\Text files. &lt;br /&gt;
|-&lt;br /&gt;
!Civilopedia&lt;br /&gt;
|References the Text which contains the civilopedia entry for this leader. The text is specified in any of the Assets\XML\Text files. &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;
!iWonderConstructRand&lt;br /&gt;
|A factor that determines how likely the AI leader will build world wonders &lt;br /&gt;
&lt;br /&gt;
(0 less likely; 50 very likely)&lt;br /&gt;
|-&lt;br /&gt;
!iBaseAttitude&lt;br /&gt;
|The base attitude value the leader has toward everyone else.&lt;br /&gt;
&lt;br /&gt;
(-1 unfriendly; 2 friendly)&lt;br /&gt;
|-&lt;br /&gt;
!iBasePeaceWeight&lt;br /&gt;
|The base value for the Peace Weight, which will be added to a random value (see iPeaceWeightRand). The more the Peace Weights are different between two leaders, the more the two leaders will be unfriendly toward each other.&lt;br /&gt;
&lt;br /&gt;
(0 warmonger; 10 peace lover)&lt;br /&gt;
|-&lt;br /&gt;
!iWarmongerRespect&lt;br /&gt;
|Specifies how much relations are affected by warmonger attitudes. Given two leaders and the minimum value of their WarmongerRespect, this bonus applies to both.&lt;br /&gt;
(non warmonger 0; warmonger 2)&lt;br /&gt;
|-&lt;br /&gt;
!iEspionageWeight&lt;br /&gt;
|Sets how much the AI leader likes espionage (affects both the slider and the overall strategy).&lt;br /&gt;
&lt;br /&gt;
(50 doesn&#039;t like; 150 does like (most leaders are in the range of 90 - 120 but not all))&lt;br /&gt;
|-&lt;br /&gt;
!iRefuseToTalkWarThreshold&lt;br /&gt;
|A factor that affects how long an AI leader refuses to talk when at war.&lt;br /&gt;
&lt;br /&gt;
(5 more likely to talk; 12 less likely to talk)&lt;br /&gt;
|-&lt;br /&gt;
!iNoTechTradeThreshold&lt;br /&gt;
|An AI leader will stop trading a rival any technology, if he realizes that the rival is becoming too advanced, and this happens when the rival has received via trade a certain number of technologies. This value sets the number of technologies.&lt;br /&gt;
&lt;br /&gt;
(5 stops trading soon; 20 stops trading late (all 5 except Mansa Musa))&lt;br /&gt;
|-&lt;br /&gt;
!iTechTradeKnownPercent&lt;br /&gt;
|An AI leader will monopoly a technology (refusing to trade it) until the specified percent of rivals have acquired it.&lt;br /&gt;
(0 very likely to share techs; 100 very unlikely to share techs)&lt;br /&gt;
|-&lt;br /&gt;
!iMaxGoldTradePercent&lt;br /&gt;
|Affects how much of this AI leader&#039;s gold will be available for trade.&lt;br /&gt;
&lt;br /&gt;
(5 less gold; 20 more gold (all 5 except Louis XIV and Mansa Musa))&lt;br /&gt;
|-&lt;br /&gt;
!iMaxGoldPerTurnTradePercent&lt;br /&gt;
|Affects how much of this AI leader&#039;s gold per turn will be available for trade.&lt;br /&gt;
&lt;br /&gt;
(10 less gold; 15 more gold (most are 10))&lt;br /&gt;
|-&lt;br /&gt;
!iMaxWarRand&lt;br /&gt;
|A factor that affects how likely an AI leader will start a &amp;quot;total&amp;quot; war.&lt;br /&gt;
&lt;br /&gt;
(50 very likely; 400 unlikely)&lt;br /&gt;
|-&lt;br /&gt;
!iMaxWarNearbyPowerRatio&lt;br /&gt;
|Specifies the minimum power ratio (in percent) an AI leader must have with a nearby leader, to consider him a valid target for a &amp;quot;total&amp;quot; war.&lt;br /&gt;
&lt;br /&gt;
(80 the enemy must be weaker; 130 the enemy may be stronger)&lt;br /&gt;
|-&lt;br /&gt;
!iAtPeaceAttitudeChangeLimit&lt;br /&gt;
|Sets the maximum value for the good attitude due to be in peace.&lt;br /&gt;
&lt;br /&gt;
(1 for all; the higher the value, the higher the limit)&lt;br /&gt;
|-&lt;br /&gt;
!iAtPeaceAttitudeDivisor&lt;br /&gt;
|Determines how fast a peace builds up a good attitude toward another leader.&lt;br /&gt;
&lt;br /&gt;
(60 for all; the higher the value, the slower the attitude changes)&lt;br /&gt;
|-&lt;br /&gt;
!iAttackOddsChangeRand&lt;br /&gt;
|Modifies the Attack odd chance, to make an AI think that a battle is more likely to be won, thus having him more likely to attack (without any real effect on the battle). The total modifier is: iBaseAttackOddsChange + rand(0, iAttackOddsChangeRand) + rand(0, iAttackOddsChangeRand)&lt;br /&gt;
&lt;br /&gt;
(16 for barbarians; 8 for everyone else)&lt;br /&gt;
|-&lt;br /&gt;
!iAtWarAttitudeChangeLimit&lt;br /&gt;
|Sets the maximum value for the bad attitude due to be at war.&lt;br /&gt;
&lt;br /&gt;
(5 for all)&lt;br /&gt;
|-&lt;br /&gt;
!iAtWarAttitudeDivisor&lt;br /&gt;
|Determines how fast a war builds up a bad attitude toward an enemy.&lt;br /&gt;
&lt;br /&gt;
(-5 for all; the higher the value, the slower the attitude changes)&lt;br /&gt;
|-&lt;br /&gt;
!iBaseAttackOddsChange&lt;br /&gt;
|Modifies the Attack odd chance, to make an AI think that a battle is more likely to be won, thus having him more likely to attack (without any real effect on the battle). The total modifier is: iBaseAttackOddsChange + rand(0, iAttackOddsChangeRand) + rand(0, iAttackOddsChangeRand)&lt;br /&gt;
&lt;br /&gt;
(0 (most leaders); 6 (Ragnar, Napoleon))&lt;br /&gt;
|-&lt;br /&gt;
!iBetterRankDifferenceAttitudeChange&lt;br /&gt;
|Affects how much relations between other leaders are affected by the others to be better in rank.&lt;br /&gt;
&lt;br /&gt;
(-1 indifferent; 4 friendly with the stronger)&lt;br /&gt;
|-&lt;br /&gt;
!iBonusTradeAttitudeChangeLimit&lt;br /&gt;
|Sets the maximum value for the good attitude due to trade bonus resources with another leader.&lt;br /&gt;
&lt;br /&gt;
(2 to all)&lt;br /&gt;
|-&lt;br /&gt;
!iBonusTradeAttitudeDivisor&lt;br /&gt;
|Determines how fast trading bonus resources with another leader builds up a good attitude toward him.&lt;br /&gt;
&lt;br /&gt;
(50 to all; the higher the value, the slower the attitude changes)&lt;br /&gt;
|-&lt;br /&gt;
!iBuildUnitProb&lt;br /&gt;
|Affects how many units an AI will tend to build.&lt;br /&gt;
&lt;br /&gt;
(15 very few units; 40 a lot of units)&lt;br /&gt;
|-&lt;br /&gt;
!iCloseBordersAttitudeChange&lt;br /&gt;
|Affects how much close borders cause tensions with other leaders&lt;br /&gt;
&lt;br /&gt;
(-4 hates close borders; 0 indifferent (the range used by Firaxis is -4 to -2))&lt;br /&gt;
|-&lt;br /&gt;
!iDeclareWarTradeRand&lt;br /&gt;
|Determines how likely an AI leader will try to bring other leaders at war with him against an enemy.&lt;br /&gt;
&lt;br /&gt;
(40 likely; 60 unlikely)&lt;br /&gt;
|-&lt;br /&gt;
!iDefensivePactAttitudeChangeLimit&lt;br /&gt;
|Sets the maximum value for the good attitude due to have a defensive pact with another leader.&lt;br /&gt;
&lt;br /&gt;
(2 for all)&lt;br /&gt;
|-&lt;br /&gt;
!iDefensivePactAttitudeDivisor&lt;br /&gt;
|Determines how fast having a defensive pact builds up a good attitude toward another leader.&lt;br /&gt;
&lt;br /&gt;
(12 for all; the higher the value, the slower the attitude changes)&lt;br /&gt;
|-&lt;br /&gt;
!iDemandRebukedSneakProb&lt;br /&gt;
|The chance (in percent) an AI leader will start preparing a war against a weaker enemy who denied a request of tribute.&lt;br /&gt;
&lt;br /&gt;
(0 very unlikely; 100 very likely)&lt;br /&gt;
|-&lt;br /&gt;
!iDemandRebukedWarProb&lt;br /&gt;
|The chance (in percent) an AI leader will istantly declare war against a weaker enemy who denied a request of tribute.  Note: this tage is not actually used by the game.&lt;br /&gt;
&lt;br /&gt;
(0 very unlikely; 50 likely)&lt;br /&gt;
|-&lt;br /&gt;
!iDifferentReligionAttitudeChange&lt;br /&gt;
|The base attitude to have a different state religions than another leader.&lt;br /&gt;
&lt;br /&gt;
(-2 zealot; 0 doesn&#039;t care of different religions)&lt;br /&gt;
|-&lt;br /&gt;
!iDifferentReligionAttitudeChangeLimit&lt;br /&gt;
|Sets the maximum value for the bad attitude due to have different state religions.&lt;br /&gt;
&lt;br /&gt;
(-1 to all; the higher the absolute value, the higher the limit)&lt;br /&gt;
|-&lt;br /&gt;
!iDifferentReligionAttitudeDivisor&lt;br /&gt;
|Determines how fast two different state religions builds up a bad attitude toward another leader.&lt;br /&gt;
&lt;br /&gt;
(-5 for all; the higher the absolute value, the slower the attitude changes)&lt;br /&gt;
|-&lt;br /&gt;
!iDogpileWarRand&lt;br /&gt;
|A factor that affects how likely an AI leader will start a war to &amp;quot;dogpile&amp;quot; an enemy (join an existing war against a common victim).&lt;br /&gt;
&lt;br /&gt;
(20 very likely; 100 less likely)&lt;br /&gt;
|-&lt;br /&gt;
!iFavoriteCivicAttitudeChange&lt;br /&gt;
|The base attitude for adopting the favorite civic of another leader.&lt;br /&gt;
&lt;br /&gt;
(1 for all)&lt;br /&gt;
|-&lt;br /&gt;
!iFavoriteCivicAttitudeChangeLimit&lt;br /&gt;
|Sets the maximum value for the good attitude due to adopting the favorite civic of another leader.&lt;br /&gt;
&lt;br /&gt;
(1 doesn&#039;t care of civics; 6 trusts who shares his way of thinking)&lt;br /&gt;
|-&lt;br /&gt;
!iFavoriteCivicAttitudeDivisor&lt;br /&gt;
|Determines how fast adopting another leader&#039;s favorite civic builds up a good attitude toward him.&lt;br /&gt;
&lt;br /&gt;
(10 for all; the higher the absolute value, the slower the attitude changes)&lt;br /&gt;
|-&lt;br /&gt;
!iFreedomAppreciation&lt;br /&gt;
|The bonus attitude for leaders who have given independence to another leader (when a colony is splitted).&lt;br /&gt;
&lt;br /&gt;
(10 for all)&lt;br /&gt;
|-&lt;br /&gt;
!iLimitedWarPowerRatio&lt;br /&gt;
|Specifies the minimum power ratio (in percent) an AI leader must have with a leader, to consider him a valid target for a &amp;quot;limited&amp;quot; war.&lt;br /&gt;
&lt;br /&gt;
(80 the enemy must be weaker; 130 the enemy may be stronger)&lt;br /&gt;
|-&lt;br /&gt;
!iLimitedWarRand&lt;br /&gt;
|A factor that affects how likely an AI leader will start a &amp;quot;limited&amp;quot; war.&lt;br /&gt;
&lt;br /&gt;
(40 very likely; 200 unlikely)&lt;br /&gt;
|-&lt;br /&gt;
!iLostWarAttitudeChange&lt;br /&gt;
|An attitude modifier used during a war, when the AI leader has lost more battles than his enemy.&lt;br /&gt;
&lt;br /&gt;
(0 for barbarians; -1 for all the others)&lt;br /&gt;
|-&lt;br /&gt;
!iMakePeaceRand&lt;br /&gt;
|Determines how likely an AI leader will try to stop a war he has started.&lt;br /&gt;
&lt;br /&gt;
(10 very likely; 120 unlikely)&lt;br /&gt;
|-&lt;br /&gt;
!iMaxWarDistantPowerRatio&lt;br /&gt;
|Specifies the minimum power ratio (in percent) an AI leader must have with a distant leader, to consider him a valid target for a &amp;quot;total&amp;quot; war.&lt;br /&gt;
&lt;br /&gt;
(30 the enemy must be far weaker; 100 the enemy may be up to as powerful as this leader)&lt;br /&gt;
|-&lt;br /&gt;
!iMaxWarMinAdjacentLandPercent&lt;br /&gt;
|Affects how much an adjacent rival can be target for a &amp;quot;total&amp;quot; war (specifying how many &amp;quot;adjacent land&amp;quot; tiles must be between the two empires)&lt;br /&gt;
&lt;br /&gt;
(0 even non adjacent; 4 requires a lot of adjacent land)&lt;br /&gt;
|-&lt;br /&gt;
!iOpenBordersAttitudeChangeLimit&lt;br /&gt;
|Sets the maximum value for the good attitude due to have open borders with another leader.&lt;br /&gt;
&lt;br /&gt;
(2 for all)&lt;br /&gt;
|-&lt;br /&gt;
!iOpenBordersAttitudeDivisor&lt;br /&gt;
|Determines how fast having open borders builds up a good attitude toward another leader.&lt;br /&gt;
&lt;br /&gt;
(25 for all; the higher the value, the slower the attitude changes)&lt;br /&gt;
|-&lt;br /&gt;
!iPeaceWeightRand&lt;br /&gt;
|The maximum random value for the Peace Weight, which will be added to a base value (see iBasePeaceWeight). The more the Peace Weights are different between two leaders, the more the two leaders will be unfriendly toward each other.&lt;br /&gt;
&lt;br /&gt;
(3 to everyone)&lt;br /&gt;
|-&lt;br /&gt;
!iRazeCityProb&lt;br /&gt;
|Affects how likely an AI will raze enemy cities.&lt;br /&gt;
&lt;br /&gt;
(0 unlikely to raze; 75 likely to raze)&lt;br /&gt;
|-&lt;br /&gt;
!iSameReligionAttitudeChange&lt;br /&gt;
|The base attitude to have the same state religion as another leader.&lt;br /&gt;
&lt;br /&gt;
(1 for all)&lt;br /&gt;
|-&lt;br /&gt;
!iSameReligionAttitudeChangeLimit&lt;br /&gt;
|Sets the maximum value for the good attitude due to have the same state religion.&lt;br /&gt;
&lt;br /&gt;
(1 almost doesn&#039;t care of state religion; 7 zealot)&lt;br /&gt;
|-&lt;br /&gt;
!iSameReligionAttitudeDivisor&lt;br /&gt;
|Determines how fast the same state religion builds up a good attitude toward another leader.&lt;br /&gt;
&lt;br /&gt;
(10 for all; the higher the value, the slower the attitude changes)&lt;br /&gt;
|-&lt;br /&gt;
!iShareWarAttitudeChange&lt;br /&gt;
|The base attitude for sharing a war with another leader against a common enemy.&lt;br /&gt;
&lt;br /&gt;
(1 for all)&lt;br /&gt;
|-&lt;br /&gt;
!iShareWarAttitudeChangeLimit&lt;br /&gt;
|Sets the maximum value for the good attitude due to sharing a war with another leader against a common enemy.&lt;br /&gt;
&lt;br /&gt;
(2 doesn&#039;t care of alliances; 6 trusts his allies)&lt;br /&gt;
|-&lt;br /&gt;
!iShareWarAttitudeDivisor&lt;br /&gt;
|Determines how fast sharing a war builds up a good attitude toward another leader.&lt;br /&gt;
&lt;br /&gt;
(8 for all; the higher the absolute value, the slower the attitude changes)&lt;br /&gt;
|-&lt;br /&gt;
!iVassalPowerModifier&lt;br /&gt;
|Affects how much a leader can resist before he accepts to be vassal of someone else.&lt;br /&gt;
&lt;br /&gt;
(-20 easy to capitulate; 50 extremely hard to capitulate)&lt;br /&gt;
|-&lt;br /&gt;
!iWorseRankDifferenceAttitudeChange&lt;br /&gt;
|Affects how much relations between other leaders are affected by the others to be worse in rank.&lt;br /&gt;
&lt;br /&gt;
(-3 annoyed with the weaker; 1 very tolerant)&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;
!ContactDelays&lt;br /&gt;
|How many turns an AI leader must wait before contacting again another leader for a particular reason. The possible values for reasons are defined both in the GlobalTypes.xml file (in the section ContactTypes), and in the SDK.&lt;br /&gt;
&lt;br /&gt;
(10; 50)&lt;br /&gt;
|-&lt;br /&gt;
!ContactRands&lt;br /&gt;
|How likely an AI leader may contact another leader for a particular reason. The possible values for reasons are defined both in the GlobalTypes.xml file (in the section ContactTypes), and in the SDK.&lt;br /&gt;
&lt;br /&gt;
(2 extremely likely; 10000 almost never)&lt;br /&gt;
|-&lt;br /&gt;
!DiplomacyIntroMusicPeace&lt;br /&gt;
|Specifies the music to be played as intro in diplomacy in each game era, when in peace. Values for eras are defined in the GameInfo\Civ4EraInfos file. Music entries are defined in the Audio\Audio2DScripts.xml file.&lt;br /&gt;
|-&lt;br /&gt;
!DiplomacyIntroMusicWar&lt;br /&gt;
|Specifies the music to be played as intro in diplomacy in each game era, when at war. Values for eras are defined in the GameInfo\Civ4EraInfos file. Music entries are defined in the Audio\Audio2DScripts.xml file.&lt;br /&gt;
|-&lt;br /&gt;
!DiplomacyMusicPeace&lt;br /&gt;
|Specifies the music to be played in diplomacy in each game era, when in peace. Values for eras are defined in the GameInfo\Civ4EraInfos file. Music entries are defined in the Audio\Audio2DScripts.xml file.&lt;br /&gt;
|-&lt;br /&gt;
!DiplomacyMusicWar&lt;br /&gt;
|Specifies the music to be played in diplomacy in each game era, when at war. Values for eras are defined in the GameInfo\Civ4EraInfos file. Music entries are defined in the Audio\Audio2DScripts.xml file.&lt;br /&gt;
|-&lt;br /&gt;
!Flavors&lt;br /&gt;
|The list of flavors for this leader, and their weights. Flavors make the leader prefer some aspects (gold, culture, military,...) when choosing technologies, buildings, and so on. Possible values for flavors are defined in the GlobalTypes.xml, in the section FlavorTypes.&lt;br /&gt;
|-&lt;br /&gt;
!ImprovementWeightModifiers&lt;br /&gt;
|Modifies the weight for an AI leader to prefer some land improvements. The possible values for ImprovementType are defined in the Terrain\CIV4ImprovementInfos.xml file.&lt;br /&gt;
&lt;br /&gt;
(20 for each type)&lt;br /&gt;
|-&lt;br /&gt;
!MemoryAttitudePercents&lt;br /&gt;
|How much past events affect attitude of this leader (in percent). The possible values for event types are defined both in the BasicInfos\CIV4MemoryInfos.xml file, and in the SDK.&lt;br /&gt;
&lt;br /&gt;
(+/-5 almost not important; +/-300 extremely important)&lt;br /&gt;
|-&lt;br /&gt;
!MemoryDecays&lt;br /&gt;
|How likely is an AI leader to forget past events. The XML value is the denominator of a fractional value. The numorator is randomly generated, between 0 and the XML value. This function is checked for each new turn. If the randomly generated value is 0 that turn, the AI will forget one point for that diplomacy type. This is a [http://en.wikipedia.org/wiki/Binomial_distribution binomial distribution].&lt;br /&gt;
&lt;br /&gt;
For example, setting the value to 20 for &amp;quot;MEMORY_MADE_DEMAND_RECENT&amp;quot; will cause the game to generate a value between 0 and 20, and divide it by 20. If it turns out to be 0/20, the AI will forget a one point of diplomacy for the &amp;quot;You made an arrogant demand!&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!NoWarAttitudeProbs&lt;br /&gt;
|Specifies the chance an AI leader will reconsider a war plan, based on his attitude toward the potential victim.&lt;br /&gt;
&lt;br /&gt;
(0 will never reconsider; 100 will always reconsider and never declare)&lt;br /&gt;
|-&lt;br /&gt;
!Traits&lt;br /&gt;
|The list of traits of this leader. The possible values are defined in the Civilizations\CIV4TraitInfos.xml file.&lt;br /&gt;
|-&lt;br /&gt;
!UnitAIWeightModifiers&lt;br /&gt;
|Modifies the weight for an AI leader to prefer some unit types. The possible values for UnitAIType are defined in the BasicInfos\CIV4BasicInfos.xml file, in the section UnitAIInfos.&lt;br /&gt;
&lt;br /&gt;
(100 for each type)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
&lt;br /&gt;
These tags &#039;&#039;must&#039;&#039; be included when writing new entries, or the game will crash or otherwise malfunction.&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;
!AdoptCivicRefuseAttitudeThreshold&lt;br /&gt;
|An AI will refuse to change his civics, unless the trading partner will exceed this attitude.&lt;br /&gt;
|-&lt;br /&gt;
!ConvertReligionRefuseAttitudeThreshold&lt;br /&gt;
|An AI will refuse to change his state religion, unless the trading partner will exceed this attitude.&lt;br /&gt;
|-&lt;br /&gt;
!DeclareWarRefuseAttitudeThreshold&lt;br /&gt;
|An AI will refuse to declare war to another leader, unless the trading partner will exceed this attitude.&lt;br /&gt;
|-&lt;br /&gt;
!DeclareWarThemRefuseAttitudeThreshold&lt;br /&gt;
|An AI will refuse to declare war to another leader, if the potential target exceeds this attitude.&lt;br /&gt;
|-&lt;br /&gt;
!DefensivePactRefuseAttitudeThreshold&lt;br /&gt;
|An AI will refuse a defensive pact with another leader, unless the trading partner will exceed this attitude.&lt;br /&gt;
|-&lt;br /&gt;
!DemandTributeAttitudeThreshold&lt;br /&gt;
|An AI leader won&#039;t request tribute to a human leader, if he exceeds this attitude. (the AI will consider the human leader&#039;s DemandTributeAttitudeThreshold attribute).&lt;br /&gt;
|-&lt;br /&gt;
!FavoriteCivic&lt;br /&gt;
|The civic this AI leader prefers. When he is running this civic, he will refuse to switch any civic.&lt;br /&gt;
|-&lt;br /&gt;
!FavoriteReligion&lt;br /&gt;
|The religion this AI leader prefers.&lt;br /&gt;
|-&lt;br /&gt;
!HappinessBonusRefuseAttitudeThreshold&lt;br /&gt;
|An AI will refuse to trade happiness bonus resources, unless the trading partner will exceed this attitude.&lt;br /&gt;
|-&lt;br /&gt;
!HealthBonusRefuseAttitudeThreshold&lt;br /&gt;
|An AI will refuse to trade health bonus resources, unless the trading partner will exceed this attitude.&lt;br /&gt;
|-&lt;br /&gt;
!MapRefuseAttitudeThreshold&lt;br /&gt;
|An AI will refuse to trade his map, unless the trading partner will exceed this attitude.&lt;br /&gt;
|-&lt;br /&gt;
!NoGiveHelpAttitudeThreshold&lt;br /&gt;
|An AI leader may give help to a human leader, if he exceeds this attitude. (the AI will consider the human leader&#039;s NoGiveHelpAttitudeThreshold attribute).&lt;br /&gt;
|-&lt;br /&gt;
!OpenBordersRefuseAttitudeThreshold&lt;br /&gt;
|An AI will refuse to open his borders with another leader, unless the trading partner will exceed this attitude.&lt;br /&gt;
|-&lt;br /&gt;
!PermanentAllianceRefuseAttitudeThreshold&lt;br /&gt;
|An AI will refuse a permanent alliance with another leader, unless the trading partner will exceed this attitude.&lt;br /&gt;
|-&lt;br /&gt;
!TechRefuseAttitudeThreshold&lt;br /&gt;
|An AI will refuse to share his technologies, unless the trading partner will exceed this attitude.&lt;br /&gt;
|-&lt;br /&gt;
!StopTradingRefuseAttitudeThreshold&lt;br /&gt;
|An AI will refuse to stop trading with another leader, unless the trading partner will exceed this attitude.&lt;br /&gt;
|-&lt;br /&gt;
!StopTradingThemRefuseAttitudeThreshold&lt;br /&gt;
|An AI will refuse to stop trading with another leader, if the potential target exceeds this attitude.&lt;br /&gt;
|-&lt;br /&gt;
!StrategicBonusRefuseAttitudeThreshold&lt;br /&gt;
|An AI will refuse to trade strategic bonus resources, unless the trading partner will exceed this attitude.&lt;br /&gt;
|-&lt;br /&gt;
!VassalRefuseAttitudeThreshold&lt;br /&gt;
|An AI will refuse a to be vassal of another leader, unless the trading partner will exceed this attitude.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Art===&lt;br /&gt;
&lt;br /&gt;
These tags are directly related to the rendering of art for the entry.&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;
!ArtDefineTag&lt;br /&gt;
|Reference the graphic set to be used for this leader (his button image, and his animation). The possible values are defined in the Assets\XML\Art\CIV4ArtDefines_Leaderhead.xml file.&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;LeaderHeadInfo&amp;gt;&lt;br /&gt;
   &amp;lt;Type&amp;gt;LEADER_BISMARCK&amp;lt;/Type&amp;gt;&lt;br /&gt;
   &amp;lt;Description&amp;gt;TXT_KEY_LEADER_BISMARCK&amp;lt;/Description&amp;gt;&lt;br /&gt;
   &amp;lt;Civilopedia&amp;gt;TXT_KEY_LEADER_BISMARCK_PEDIA&amp;lt;/Civilopedia&amp;gt;&lt;br /&gt;
   &amp;lt;ArtDefineTag&amp;gt;ART_DEF_LEADER_BISMARCK&amp;lt;/ArtDefineTag&amp;gt;&lt;br /&gt;
   &amp;lt;iWonderConstructRand&amp;gt;30&amp;lt;/iWonderConstructRand&amp;gt;&lt;br /&gt;
   &amp;lt;iBaseAttitude&amp;gt;1&amp;lt;/iBaseAttitude&amp;gt;&lt;br /&gt;
   &amp;lt;iBasePeaceWeight&amp;gt;6&amp;lt;/iBasePeaceWeight&amp;gt;&lt;br /&gt;
   &amp;lt;iPeaceWeightRand&amp;gt;3&amp;lt;/iPeaceWeightRand&amp;gt;&lt;br /&gt;
   &amp;lt;iWarmongerRespect&amp;gt;1&amp;lt;/iWarmongerRespect&amp;gt;&lt;br /&gt;
   &amp;lt;iEspionageWeight&amp;gt;120&amp;lt;/iEspionageWeight&amp;gt;&lt;br /&gt;
   &amp;lt;iRefuseToTalkWarThreshold&amp;gt;8&amp;lt;/iRefuseToTalkWarThreshold&amp;gt;&lt;br /&gt;
   &amp;lt;iNoTechTradeThreshold&amp;gt;5&amp;lt;/iNoTechTradeThreshold&amp;gt;&lt;br /&gt;
   &amp;lt;iTechTradeKnownPercent&amp;gt;70&amp;lt;/iTechTradeKnownPercent&amp;gt;&lt;br /&gt;
   &amp;lt;iMaxGoldTradePercent&amp;gt;5&amp;lt;/iMaxGoldTradePercent&amp;gt;&lt;br /&gt;
   &amp;lt;iMaxGoldPerTurnTradePercent&amp;gt;10&amp;lt;/iMaxGoldPerTurnTradePercent&amp;gt;&lt;br /&gt;
   &amp;lt;iMaxWarRand&amp;gt;200&amp;lt;/iMaxWarRand&amp;gt;&lt;br /&gt;
   &amp;lt;iMaxWarNearbyPowerRatio&amp;gt;100&amp;lt;/iMaxWarNearbyPowerRatio&amp;gt;&lt;br /&gt;
   &amp;lt;iMaxWarDistantPowerRatio&amp;gt;50&amp;lt;/iMaxWarDistantPowerRatio&amp;gt;&lt;br /&gt;
   &amp;lt;iMaxWarMinAdjacentLandPercent&amp;gt;0&amp;lt;/iMaxWarMinAdjacentLandPercent&amp;gt;&lt;br /&gt;
   &amp;lt;iLimitedWarRand&amp;gt;120&amp;lt;/iLimitedWarRand&amp;gt;&lt;br /&gt;
   &amp;lt;iLimitedWarPowerRatio&amp;gt;90&amp;lt;/iLimitedWarPowerRatio&amp;gt;&lt;br /&gt;
   &amp;lt;iDogpileWarRand&amp;gt;100&amp;lt;/iDogpileWarRand&amp;gt;&lt;br /&gt;
   &amp;lt;iMakePeaceRand&amp;gt;20&amp;lt;/iMakePeaceRand&amp;gt;&lt;br /&gt;
   &amp;lt;iDeclareWarTradeRand&amp;gt;40&amp;lt;/iDeclareWarTradeRand&amp;gt;&lt;br /&gt;
   &amp;lt;iDemandRebukedSneakProb&amp;gt;20&amp;lt;/iDemandRebukedSneakProb&amp;gt;&lt;br /&gt;
   &amp;lt;iDemandRebukedWarProb&amp;gt;25&amp;lt;/iDemandRebukedWarProb&amp;gt;&lt;br /&gt;
   &amp;lt;iRazeCityProb&amp;gt;0&amp;lt;/iRazeCityProb&amp;gt;&lt;br /&gt;
   &amp;lt;iBuildUnitProb&amp;gt;30&amp;lt;/iBuildUnitProb&amp;gt;&lt;br /&gt;
   &amp;lt;iBaseAttackOddsChange&amp;gt;0&amp;lt;/iBaseAttackOddsChange&amp;gt;&lt;br /&gt;
   &amp;lt;iAttackOddsChangeRand&amp;gt;8&amp;lt;/iAttackOddsChangeRand&amp;gt;&lt;br /&gt;
   &amp;lt;iWorseRankDifferenceAttitudeChange&amp;gt;-1&amp;lt;/iWorseRankDifferenceAttitudeChange&amp;gt;&lt;br /&gt;
   &amp;lt;iBetterRankDifferenceAttitudeChange&amp;gt;0&amp;lt;/iBetterRankDifferenceAttitudeChange&amp;gt;&lt;br /&gt;
   &amp;lt;iCloseBordersAttitudeChange&amp;gt;-4&amp;lt;/iCloseBordersAttitudeChange&amp;gt;&lt;br /&gt;
   &amp;lt;iLostWarAttitudeChange&amp;gt;-1&amp;lt;/iLostWarAttitudeChange&amp;gt;&lt;br /&gt;
   &amp;lt;iAtWarAttitudeDivisor&amp;gt;-5&amp;lt;/iAtWarAttitudeDivisor&amp;gt;&lt;br /&gt;
   &amp;lt;iAtWarAttitudeChangeLimit&amp;gt;5&amp;lt;/iAtWarAttitudeChangeLimit&amp;gt;&lt;br /&gt;
   &amp;lt;iAtPeaceAttitudeDivisor&amp;gt;60&amp;lt;/iAtPeaceAttitudeDivisor&amp;gt;&lt;br /&gt;
   &amp;lt;iAtPeaceAttitudeChangeLimit&amp;gt;1&amp;lt;/iAtPeaceAttitudeChangeLimit&amp;gt;&lt;br /&gt;
   &amp;lt;iSameReligionAttitudeChange&amp;gt;1&amp;lt;/iSameReligionAttitudeChange&amp;gt;&lt;br /&gt;
   &amp;lt;iSameReligionAttitudeDivisor&amp;gt;10&amp;lt;/iSameReligionAttitudeDivisor&amp;gt;&lt;br /&gt;
   &amp;lt;iSameReligionAttitudeChangeLimit&amp;gt;3&amp;lt;/iSameReligionAttitudeChangeLimit&amp;gt;&lt;br /&gt;
   &amp;lt;iDifferentReligionAttitudeChange&amp;gt;0&amp;lt;/iDifferentReligionAttitudeChange&amp;gt;&lt;br /&gt;
   &amp;lt;iDifferentReligionAttitudeDivisor&amp;gt;-5&amp;lt;/iDifferentReligionAttitudeDivisor&amp;gt;&lt;br /&gt;
   &amp;lt;iDifferentReligionAttitudeChangeLimit&amp;gt;-1&amp;lt;/iDifferentReligionAttitudeChangeLimit&amp;gt;&lt;br /&gt;
   &amp;lt;iBonusTradeAttitudeDivisor&amp;gt;50&amp;lt;/iBonusTradeAttitudeDivisor&amp;gt;&lt;br /&gt;
   &amp;lt;iBonusTradeAttitudeChangeLimit&amp;gt;2&amp;lt;/iBonusTradeAttitudeChangeLimit&amp;gt;&lt;br /&gt;
   &amp;lt;iOpenBordersAttitudeDivisor&amp;gt;25&amp;lt;/iOpenBordersAttitudeDivisor&amp;gt;&lt;br /&gt;
   &amp;lt;iOpenBordersAttitudeChangeLimit&amp;gt;2&amp;lt;/iOpenBordersAttitudeChangeLimit&amp;gt;&lt;br /&gt;
   &amp;lt;iDefensivePactAttitudeDivisor&amp;gt;12&amp;lt;/iDefensivePactAttitudeDivisor&amp;gt;&lt;br /&gt;
   &amp;lt;iDefensivePactAttitudeChangeLimit&amp;gt;2&amp;lt;/iDefensivePactAttitudeChangeLimit&amp;gt;&lt;br /&gt;
   &amp;lt;iShareWarAttitudeChange&amp;gt;1&amp;lt;/iShareWarAttitudeChange&amp;gt;&lt;br /&gt;
   &amp;lt;iShareWarAttitudeDivisor&amp;gt;8&amp;lt;/iShareWarAttitudeDivisor&amp;gt;&lt;br /&gt;
   &amp;lt;iShareWarAttitudeChangeLimit&amp;gt;3&amp;lt;/iShareWarAttitudeChangeLimit&amp;gt;&lt;br /&gt;
   &amp;lt;iFavoriteCivicAttitudeChange&amp;gt;1&amp;lt;/iFavoriteCivicAttitudeChange&amp;gt;&lt;br /&gt;
   &amp;lt;iFavoriteCivicAttitudeDivisor&amp;gt;10&amp;lt;/iFavoriteCivicAttitudeDivisor&amp;gt;&lt;br /&gt;
   &amp;lt;iFavoriteCivicAttitudeChangeLimit&amp;gt;2&amp;lt;/iFavoriteCivicAttitudeChangeLimit&amp;gt;&lt;br /&gt;
   &amp;lt;DemandTributeAttitudeThreshold&amp;gt;ATTITUDE_CAUTIOUS&amp;lt;/DemandTributeAttitudeThreshold&amp;gt;&lt;br /&gt;
   &amp;lt;NoGiveHelpAttitudeThreshold&amp;gt;ATTITUDE_CAUTIOUS&amp;lt;/NoGiveHelpAttitudeThreshold&amp;gt;&lt;br /&gt;
   &amp;lt;TechRefuseAttitudeThreshold&amp;gt;ATTITUDE_ANNOYED&amp;lt;/TechRefuseAttitudeThreshold&amp;gt;&lt;br /&gt;
   &amp;lt;StrategicBonusRefuseAttitudeThreshold&amp;gt;ATTITUDE_CAUTIOUS&amp;lt;/StrategicBonusRefuseAttitudeThreshold&amp;gt;&lt;br /&gt;
   &amp;lt;HappinessBonusRefuseAttitudeThreshold&amp;gt;ATTITUDE_ANNOYED&amp;lt;/HappinessBonusRefuseAttitudeThreshold&amp;gt;&lt;br /&gt;
   &amp;lt;HealthBonusRefuseAttitudeThreshold&amp;gt;ATTITUDE_FURIOUS&amp;lt;/HealthBonusRefuseAttitudeThreshold&amp;gt;&lt;br /&gt;
   &amp;lt;MapRefuseAttitudeThreshold&amp;gt;ATTITUDE_CAUTIOUS&amp;lt;/MapRefuseAttitudeThreshold&amp;gt;&lt;br /&gt;
   &amp;lt;DeclareWarRefuseAttitudeThreshold&amp;gt;ATTITUDE_CAUTIOUS&amp;lt;/DeclareWarRefuseAttitudeThreshold&amp;gt;&lt;br /&gt;
   &amp;lt;DeclareWarThemRefuseAttitudeThreshold&amp;gt;ATTITUDE_PLEASED&amp;lt;/DeclareWarThemRefuseAttitudeThreshold&amp;gt;&lt;br /&gt;
   &amp;lt;StopTradingRefuseAttitudeThreshold&amp;gt;ATTITUDE_CAUTIOUS&amp;lt;/StopTradingRefuseAttitudeThreshold&amp;gt;&lt;br /&gt;
   &amp;lt;StopTradingThemRefuseAttitudeThreshold&amp;gt;ATTITUDE_ANNOYED&amp;lt;/StopTradingThemRefuseAttitudeThreshold&amp;gt;&lt;br /&gt;
   &amp;lt;AdoptCivicRefuseAttitudeThreshold&amp;gt;ATTITUDE_CAUTIOUS&amp;lt;/AdoptCivicRefuseAttitudeThreshold&amp;gt;&lt;br /&gt;
   &amp;lt;ConvertReligionRefuseAttitudeThreshold&amp;gt;ATTITUDE_CAUTIOUS&amp;lt;/ConvertReligionRefuseAttitudeThreshold&amp;gt;&lt;br /&gt;
   &amp;lt;OpenBordersRefuseAttitudeThreshold&amp;gt;ATTITUDE_ANNOYED&amp;lt;/OpenBordersRefuseAttitudeThreshold&amp;gt;&lt;br /&gt;
   &amp;lt;DefensivePactRefuseAttitudeThreshold&amp;gt;ATTITUDE_PLEASED&amp;lt;/DefensivePactRefuseAttitudeThreshold&amp;gt;&lt;br /&gt;
   &amp;lt;PermanentAllianceRefuseAttitudeThreshold&amp;gt;ATTITUDE_PLEASED&amp;lt;/PermanentAllianceRefuseAttitudeThreshold&amp;gt;&lt;br /&gt;
   &amp;lt;VassalRefuseAttitudeThreshold&amp;gt;ATTITUDE_PLEASED&amp;lt;/VassalRefuseAttitudeThreshold&amp;gt;&lt;br /&gt;
   &amp;lt;iVassalPowerModifier&amp;gt;0&amp;lt;/iVassalPowerModifier&amp;gt;&lt;br /&gt;
   &amp;lt;iFreedomAppreciation&amp;gt;10&amp;lt;/iFreedomAppreciation&amp;gt;&lt;br /&gt;
   &amp;lt;FavoriteCivic&amp;gt;CIVIC_NATIONHOOD&amp;lt;/FavoriteCivic&amp;gt;&lt;br /&gt;
   &amp;lt;FavoriteReligion&amp;gt;RELIGION_CHRISTIANITY&amp;lt;/FavoriteReligion&amp;gt;&lt;br /&gt;
   &amp;lt;Traits&amp;gt;&lt;br /&gt;
    &amp;lt;Trait&amp;gt;&lt;br /&gt;
     &amp;lt;TraitType&amp;gt;TRAIT_EXPANSIVE&amp;lt;/TraitType&amp;gt;&lt;br /&gt;
     &amp;lt;bTrait&amp;gt;1&amp;lt;/bTrait&amp;gt;&lt;br /&gt;
    &amp;lt;/Trait&amp;gt;&lt;br /&gt;
    &amp;lt;Trait&amp;gt;&lt;br /&gt;
     &amp;lt;TraitType&amp;gt;TRAIT_INDUSTRIOUS&amp;lt;/TraitType&amp;gt;&lt;br /&gt;
     &amp;lt;bTrait&amp;gt;1&amp;lt;/bTrait&amp;gt;&lt;br /&gt;
    &amp;lt;/Trait&amp;gt;&lt;br /&gt;
   &amp;lt;/Traits&amp;gt;&lt;br /&gt;
   &amp;lt;Flavors&amp;gt;&lt;br /&gt;
    &amp;lt;Flavor&amp;gt;&lt;br /&gt;
     &amp;lt;FlavorType&amp;gt;FLAVOR_MILITARY&amp;lt;/FlavorType&amp;gt;&lt;br /&gt;
     &amp;lt;iFlavor&amp;gt;10&amp;lt;/iFlavor&amp;gt;&lt;br /&gt;
    &amp;lt;/Flavor&amp;gt;&lt;br /&gt;
   &amp;lt;/Flavors&amp;gt;&lt;br /&gt;
   &amp;lt;ContactRands&amp;gt;&lt;br /&gt;
    &amp;lt;ContactRand&amp;gt;&lt;br /&gt;
     &amp;lt;ContactType&amp;gt;CONTACT_RELIGION_PRESSURE&amp;lt;/ContactType&amp;gt;&lt;br /&gt;
     &amp;lt;iContactRand&amp;gt;500&amp;lt;/iContactRand&amp;gt;&lt;br /&gt;
    &amp;lt;/ContactRand&amp;gt;&lt;br /&gt;
    &amp;lt;ContactRand&amp;gt;&lt;br /&gt;
     &amp;lt;ContactType&amp;gt;CONTACT_CIVIC_PRESSURE&amp;lt;/ContactType&amp;gt;&lt;br /&gt;
     &amp;lt;iContactRand&amp;gt;1000&amp;lt;/iContactRand&amp;gt;&lt;br /&gt;
    &amp;lt;/ContactRand&amp;gt;&lt;br /&gt;
    &amp;lt;ContactRand&amp;gt;&lt;br /&gt;
     &amp;lt;ContactType&amp;gt;CONTACT_JOIN_WAR&amp;lt;/ContactType&amp;gt;&lt;br /&gt;
     &amp;lt;iContactRand&amp;gt;20&amp;lt;/iContactRand&amp;gt;&lt;br /&gt;
    &amp;lt;/ContactRand&amp;gt;&lt;br /&gt;
    &amp;lt;ContactRand&amp;gt;&lt;br /&gt;
     &amp;lt;ContactType&amp;gt;CONTACT_STOP_TRADING&amp;lt;/ContactType&amp;gt;&lt;br /&gt;
     &amp;lt;iContactRand&amp;gt;50&amp;lt;/iContactRand&amp;gt;&lt;br /&gt;
    &amp;lt;/ContactRand&amp;gt;&lt;br /&gt;
    &amp;lt;ContactRand&amp;gt;&lt;br /&gt;
     &amp;lt;ContactType&amp;gt;CONTACT_GIVE_HELP&amp;lt;/ContactType&amp;gt;&lt;br /&gt;
     &amp;lt;iContactRand&amp;gt;500&amp;lt;/iContactRand&amp;gt;&lt;br /&gt;
    &amp;lt;/ContactRand&amp;gt;&lt;br /&gt;
    &amp;lt;ContactRand&amp;gt;&lt;br /&gt;
     &amp;lt;ContactType&amp;gt;CONTACT_ASK_FOR_HELP&amp;lt;/ContactType&amp;gt;&lt;br /&gt;
     &amp;lt;iContactRand&amp;gt;100&amp;lt;/iContactRand&amp;gt;&lt;br /&gt;
    &amp;lt;/ContactRand&amp;gt;&lt;br /&gt;
    &amp;lt;ContactRand&amp;gt;&lt;br /&gt;
     &amp;lt;ContactType&amp;gt;CONTACT_DEMAND_TRIBUTE&amp;lt;/ContactType&amp;gt;&lt;br /&gt;
     &amp;lt;iContactRand&amp;gt;250&amp;lt;/iContactRand&amp;gt;&lt;br /&gt;
    &amp;lt;/ContactRand&amp;gt;&lt;br /&gt;
    &amp;lt;ContactRand&amp;gt;&lt;br /&gt;
     &amp;lt;ContactType&amp;gt;CONTACT_OPEN_BORDERS&amp;lt;/ContactType&amp;gt;&lt;br /&gt;
     &amp;lt;iContactRand&amp;gt;20&amp;lt;/iContactRand&amp;gt;&lt;br /&gt;
    &amp;lt;/ContactRand&amp;gt;&lt;br /&gt;
    &amp;lt;ContactRand&amp;gt;&lt;br /&gt;
     &amp;lt;ContactType&amp;gt;CONTACT_DEFENSIVE_PACT&amp;lt;/ContactType&amp;gt;&lt;br /&gt;
     &amp;lt;iContactRand&amp;gt;80&amp;lt;/iContactRand&amp;gt;&lt;br /&gt;
    &amp;lt;/ContactRand&amp;gt;&lt;br /&gt;
    &amp;lt;ContactRand&amp;gt;&lt;br /&gt;
     &amp;lt;ContactType&amp;gt;CONTACT_PERMANENT_ALLIANCE&amp;lt;/ContactType&amp;gt;&lt;br /&gt;
     &amp;lt;iContactRand&amp;gt;80&amp;lt;/iContactRand&amp;gt;&lt;br /&gt;
    &amp;lt;/ContactRand&amp;gt;&lt;br /&gt;
    &amp;lt;ContactRand&amp;gt;&lt;br /&gt;
     &amp;lt;ContactType&amp;gt;CONTACT_PEACE_TREATY&amp;lt;/ContactType&amp;gt;&lt;br /&gt;
     &amp;lt;iContactRand&amp;gt;20&amp;lt;/iContactRand&amp;gt;&lt;br /&gt;
    &amp;lt;/ContactRand&amp;gt;&lt;br /&gt;
    &amp;lt;ContactRand&amp;gt;&lt;br /&gt;
     &amp;lt;ContactType&amp;gt;CONTACT_TRADE_TECH&amp;lt;/ContactType&amp;gt;&lt;br /&gt;
     &amp;lt;iContactRand&amp;gt;10&amp;lt;/iContactRand&amp;gt;&lt;br /&gt;
    &amp;lt;/ContactRand&amp;gt;&lt;br /&gt;
    &amp;lt;ContactRand&amp;gt;&lt;br /&gt;
     &amp;lt;ContactType&amp;gt;CONTACT_TRADE_BONUS&amp;lt;/ContactType&amp;gt;&lt;br /&gt;
     &amp;lt;iContactRand&amp;gt;10&amp;lt;/iContactRand&amp;gt;&lt;br /&gt;
    &amp;lt;/ContactRand&amp;gt;&lt;br /&gt;
    &amp;lt;ContactRand&amp;gt;&lt;br /&gt;
     &amp;lt;ContactType&amp;gt;CONTACT_TRADE_MAP&amp;lt;/ContactType&amp;gt;&lt;br /&gt;
     &amp;lt;iContactRand&amp;gt;20&amp;lt;/iContactRand&amp;gt;&lt;br /&gt;
    &amp;lt;/ContactRand&amp;gt;&lt;br /&gt;
   &amp;lt;/ContactRands&amp;gt;&lt;br /&gt;
   &amp;lt;ContactDelays&amp;gt;&lt;br /&gt;
    &amp;lt;ContactDelay&amp;gt;&lt;br /&gt;
     &amp;lt;ContactType&amp;gt;CONTACT_RELIGION_PRESSURE&amp;lt;/ContactType&amp;gt;&lt;br /&gt;
     &amp;lt;iContactDelay&amp;gt;50&amp;lt;/iContactDelay&amp;gt;&lt;br /&gt;
    &amp;lt;/ContactDelay&amp;gt;&lt;br /&gt;
    &amp;lt;ContactDelay&amp;gt;&lt;br /&gt;
     &amp;lt;ContactType&amp;gt;CONTACT_CIVIC_PRESSURE&amp;lt;/ContactType&amp;gt;&lt;br /&gt;
     &amp;lt;iContactDelay&amp;gt;50&amp;lt;/iContactDelay&amp;gt;&lt;br /&gt;
    &amp;lt;/ContactDelay&amp;gt;&lt;br /&gt;
    &amp;lt;ContactDelay&amp;gt;&lt;br /&gt;
     &amp;lt;ContactType&amp;gt;CONTACT_JOIN_WAR&amp;lt;/ContactType&amp;gt;&lt;br /&gt;
     &amp;lt;iContactDelay&amp;gt;20&amp;lt;/iContactDelay&amp;gt;&lt;br /&gt;
    &amp;lt;/ContactDelay&amp;gt;&lt;br /&gt;
    &amp;lt;ContactDelay&amp;gt;&lt;br /&gt;
     &amp;lt;ContactType&amp;gt;CONTACT_STOP_TRADING&amp;lt;/ContactType&amp;gt;&lt;br /&gt;
     &amp;lt;iContactDelay&amp;gt;20&amp;lt;/iContactDelay&amp;gt;&lt;br /&gt;
    &amp;lt;/ContactDelay&amp;gt;&lt;br /&gt;
    &amp;lt;ContactDelay&amp;gt;&lt;br /&gt;
     &amp;lt;ContactType&amp;gt;CONTACT_GIVE_HELP&amp;lt;/ContactType&amp;gt;&lt;br /&gt;
     &amp;lt;iContactDelay&amp;gt;50&amp;lt;/iContactDelay&amp;gt;&lt;br /&gt;
    &amp;lt;/ContactDelay&amp;gt;&lt;br /&gt;
    &amp;lt;ContactDelay&amp;gt;&lt;br /&gt;
     &amp;lt;ContactType&amp;gt;CONTACT_ASK_FOR_HELP&amp;lt;/ContactType&amp;gt;&lt;br /&gt;
     &amp;lt;iContactDelay&amp;gt;50&amp;lt;/iContactDelay&amp;gt;&lt;br /&gt;
    &amp;lt;/ContactDelay&amp;gt;&lt;br /&gt;
    &amp;lt;ContactDelay&amp;gt;&lt;br /&gt;
     &amp;lt;ContactType&amp;gt;CONTACT_DEMAND_TRIBUTE&amp;lt;/ContactType&amp;gt;&lt;br /&gt;
     &amp;lt;iContactDelay&amp;gt;50&amp;lt;/iContactDelay&amp;gt;&lt;br /&gt;
    &amp;lt;/ContactDelay&amp;gt;&lt;br /&gt;
    &amp;lt;ContactDelay&amp;gt;&lt;br /&gt;
     &amp;lt;ContactType&amp;gt;CONTACT_OPEN_BORDERS&amp;lt;/ContactType&amp;gt;&lt;br /&gt;
     &amp;lt;iContactDelay&amp;gt;20&amp;lt;/iContactDelay&amp;gt;&lt;br /&gt;
    &amp;lt;/ContactDelay&amp;gt;&lt;br /&gt;
    &amp;lt;ContactDelay&amp;gt;&lt;br /&gt;
     &amp;lt;ContactType&amp;gt;CONTACT_DEFENSIVE_PACT&amp;lt;/ContactType&amp;gt;&lt;br /&gt;
     &amp;lt;iContactDelay&amp;gt;20&amp;lt;/iContactDelay&amp;gt;&lt;br /&gt;
    &amp;lt;/ContactDelay&amp;gt;&lt;br /&gt;
    &amp;lt;ContactDelay&amp;gt;&lt;br /&gt;
     &amp;lt;ContactType&amp;gt;CONTACT_PERMANENT_ALLIANCE&amp;lt;/ContactType&amp;gt;&lt;br /&gt;
     &amp;lt;iContactDelay&amp;gt;20&amp;lt;/iContactDelay&amp;gt;&lt;br /&gt;
    &amp;lt;/ContactDelay&amp;gt;&lt;br /&gt;
    &amp;lt;ContactDelay&amp;gt;&lt;br /&gt;
     &amp;lt;ContactType&amp;gt;CONTACT_PEACE_TREATY&amp;lt;/ContactType&amp;gt;&lt;br /&gt;
     &amp;lt;iContactDelay&amp;gt;10&amp;lt;/iContactDelay&amp;gt;&lt;br /&gt;
    &amp;lt;/ContactDelay&amp;gt;&lt;br /&gt;
    &amp;lt;ContactDelay&amp;gt;&lt;br /&gt;
     &amp;lt;ContactType&amp;gt;CONTACT_TRADE_TECH&amp;lt;/ContactType&amp;gt;&lt;br /&gt;
     &amp;lt;iContactDelay&amp;gt;30&amp;lt;/iContactDelay&amp;gt;&lt;br /&gt;
    &amp;lt;/ContactDelay&amp;gt;&lt;br /&gt;
    &amp;lt;ContactDelay&amp;gt;&lt;br /&gt;
     &amp;lt;ContactType&amp;gt;CONTACT_TRADE_BONUS&amp;lt;/ContactType&amp;gt;&lt;br /&gt;
     &amp;lt;iContactDelay&amp;gt;20&amp;lt;/iContactDelay&amp;gt;&lt;br /&gt;
    &amp;lt;/ContactDelay&amp;gt;&lt;br /&gt;
    &amp;lt;ContactDelay&amp;gt;&lt;br /&gt;
     &amp;lt;ContactType&amp;gt;CONTACT_TRADE_MAP&amp;lt;/ContactType&amp;gt;&lt;br /&gt;
     &amp;lt;iContactDelay&amp;gt;50&amp;lt;/iContactDelay&amp;gt;&lt;br /&gt;
    &amp;lt;/ContactDelay&amp;gt;&lt;br /&gt;
   &amp;lt;/ContactDelays&amp;gt;&lt;br /&gt;
   &amp;lt;MemoryDecays&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryDecay&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_GIVE_HELP&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryRand&amp;gt;200&amp;lt;/iMemoryRand&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryDecay&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryDecay&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_REFUSED_HELP&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryRand&amp;gt;100&amp;lt;/iMemoryRand&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryDecay&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryDecay&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_ACCEPT_DEMAND&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryRand&amp;gt;50&amp;lt;/iMemoryRand&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryDecay&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryDecay&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_REJECTED_DEMAND&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryRand&amp;gt;150&amp;lt;/iMemoryRand&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryDecay&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryDecay&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_ACCEPTED_RELIGION&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryRand&amp;gt;100&amp;lt;/iMemoryRand&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryDecay&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryDecay&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_DENIED_RELIGION&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryRand&amp;gt;50&amp;lt;/iMemoryRand&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryDecay&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryDecay&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_ACCEPTED_CIVIC&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryRand&amp;gt;100&amp;lt;/iMemoryRand&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryDecay&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryDecay&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_DENIED_CIVIC&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryRand&amp;gt;50&amp;lt;/iMemoryRand&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryDecay&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryDecay&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_ACCEPTED_JOIN_WAR&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryRand&amp;gt;150&amp;lt;/iMemoryRand&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryDecay&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryDecay&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_DENIED_JOIN_WAR&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryRand&amp;gt;100&amp;lt;/iMemoryRand&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryDecay&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryDecay&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_ACCEPTED_STOP_TRADING&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryRand&amp;gt;100&amp;lt;/iMemoryRand&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryDecay&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryDecay&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_DENIED_STOP_TRADING&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryRand&amp;gt;50&amp;lt;/iMemoryRand&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryDecay&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryDecay&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_STOPPED_TRADING_RECENT&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryRand&amp;gt;30&amp;lt;/iMemoryRand&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryDecay&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryDecay&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_MADE_DEMAND_RECENT&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryRand&amp;gt;20&amp;lt;/iMemoryRand&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryDecay&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryDecay&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_CANCELLED_OPEN_BORDERS&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryRand&amp;gt;10&amp;lt;/iMemoryRand&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryDecay&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryDecay&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_TRADED_TECH_TO_US&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryRand&amp;gt;100&amp;lt;/iMemoryRand&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryDecay&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryDecay&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_RECEIVED_TECH_FROM_ANY&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryRand&amp;gt;20&amp;lt;/iMemoryRand&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryDecay&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryDecay&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_VOTED_AGAINST_US&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryRand&amp;gt;10&amp;lt;/iMemoryRand&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryDecay&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryDecay&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_VOTED_FOR_US&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryRand&amp;gt;10&amp;lt;/iMemoryRand&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryDecay&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryDecay&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_EVENT_GOOD_TO_US&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryRand&amp;gt;50&amp;lt;/iMemoryRand&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryDecay&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryDecay&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_EVENT_BAD_TO_US&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryRand&amp;gt;50&amp;lt;/iMemoryRand&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryDecay&amp;gt;&lt;br /&gt;
   &amp;lt;/MemoryDecays&amp;gt;&lt;br /&gt;
   &amp;lt;MemoryAttitudePercents&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryAttitudePercent&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_DECLARED_WAR&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryAttitudePercent&amp;gt;-300&amp;lt;/iMemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryAttitudePercent&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_DECLARED_WAR_ON_FRIEND&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryAttitudePercent&amp;gt;-100&amp;lt;/iMemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryAttitudePercent&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_HIRED_WAR_ALLY&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryAttitudePercent&amp;gt;-200&amp;lt;/iMemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryAttitudePercent&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_NUKED_US&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryAttitudePercent&amp;gt;-200&amp;lt;/iMemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryAttitudePercent&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_NUKED_FRIEND&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryAttitudePercent&amp;gt;-100&amp;lt;/iMemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryAttitudePercent&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_RAZED_CITY&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryAttitudePercent&amp;gt;-250&amp;lt;/iMemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryAttitudePercent&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_RAZED_HOLY_CITY&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryAttitudePercent&amp;gt;-200&amp;lt;/iMemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryAttitudePercent&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_SPY_CAUGHT&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryAttitudePercent&amp;gt;-100&amp;lt;/iMemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryAttitudePercent&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_GIVE_HELP&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryAttitudePercent&amp;gt;100&amp;lt;/iMemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryAttitudePercent&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_REFUSED_HELP&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryAttitudePercent&amp;gt;-100&amp;lt;/iMemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryAttitudePercent&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_ACCEPT_DEMAND&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryAttitudePercent&amp;gt;100&amp;lt;/iMemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryAttitudePercent&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_REJECTED_DEMAND&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryAttitudePercent&amp;gt;-100&amp;lt;/iMemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryAttitudePercent&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_ACCEPTED_RELIGION&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryAttitudePercent&amp;gt;100&amp;lt;/iMemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryAttitudePercent&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_DENIED_RELIGION&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryAttitudePercent&amp;gt;-100&amp;lt;/iMemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryAttitudePercent&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_ACCEPTED_CIVIC&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryAttitudePercent&amp;gt;100&amp;lt;/iMemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryAttitudePercent&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_DENIED_CIVIC&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryAttitudePercent&amp;gt;-100&amp;lt;/iMemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryAttitudePercent&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_DENIED_JOIN_WAR&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryAttitudePercent&amp;gt;-100&amp;lt;/iMemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryAttitudePercent&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_ACCEPTED_STOP_TRADING&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryAttitudePercent&amp;gt;50&amp;lt;/iMemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryAttitudePercent&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_DENIED_STOP_TRADING&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryAttitudePercent&amp;gt;-100&amp;lt;/iMemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryAttitudePercent&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_STOPPED_TRADING&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryAttitudePercent&amp;gt;-100&amp;lt;/iMemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryAttitudePercent&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_HIRED_TRADE_EMBARGO&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryAttitudePercent&amp;gt;-100&amp;lt;/iMemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryAttitudePercent&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_MADE_DEMAND&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryAttitudePercent&amp;gt;-100&amp;lt;/iMemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryAttitudePercent&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_TRADED_TECH_TO_US&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryAttitudePercent&amp;gt;5&amp;lt;/iMemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryAttitudePercent&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_VOTED_AGAINST_US&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryAttitudePercent&amp;gt;-200&amp;lt;/iMemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryAttitudePercent&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_VOTED_FOR_US&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryAttitudePercent&amp;gt;200&amp;lt;/iMemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryAttitudePercent&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_EVENT_GOOD_TO_US&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryAttitudePercent&amp;gt;100&amp;lt;/iMemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryAttitudePercent&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_EVENT_BAD_TO_US&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryAttitudePercent&amp;gt;-100&amp;lt;/iMemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;MemoryAttitudePercent&amp;gt;&lt;br /&gt;
     &amp;lt;MemoryType&amp;gt;MEMORY_LIBERATED_CITIES&amp;lt;/MemoryType&amp;gt;&lt;br /&gt;
     &amp;lt;iMemoryAttitudePercent&amp;gt;150&amp;lt;/iMemoryAttitudePercent&amp;gt;&lt;br /&gt;
    &amp;lt;/MemoryAttitudePercent&amp;gt;&lt;br /&gt;
   &amp;lt;/MemoryAttitudePercents&amp;gt;&lt;br /&gt;
   &amp;lt;NoWarAttitudeProbs&amp;gt;&lt;br /&gt;
    &amp;lt;NoWarAttitudeProb&amp;gt;&lt;br /&gt;
     &amp;lt;AttitudeType&amp;gt;ATTITUDE_ANNOYED&amp;lt;/AttitudeType&amp;gt;&lt;br /&gt;
     &amp;lt;iNoWarProb&amp;gt;10&amp;lt;/iNoWarProb&amp;gt;&lt;br /&gt;
    &amp;lt;/NoWarAttitudeProb&amp;gt;&lt;br /&gt;
    &amp;lt;NoWarAttitudeProb&amp;gt;&lt;br /&gt;
     &amp;lt;AttitudeType&amp;gt;ATTITUDE_CAUTIOUS&amp;lt;/AttitudeType&amp;gt;&lt;br /&gt;
     &amp;lt;iNoWarProb&amp;gt;50&amp;lt;/iNoWarProb&amp;gt;&lt;br /&gt;
    &amp;lt;/NoWarAttitudeProb&amp;gt;&lt;br /&gt;
    &amp;lt;NoWarAttitudeProb&amp;gt;&lt;br /&gt;
     &amp;lt;AttitudeType&amp;gt;ATTITUDE_PLEASED&amp;lt;/AttitudeType&amp;gt;&lt;br /&gt;
     &amp;lt;iNoWarProb&amp;gt;90&amp;lt;/iNoWarProb&amp;gt;&lt;br /&gt;
    &amp;lt;/NoWarAttitudeProb&amp;gt;&lt;br /&gt;
    &amp;lt;NoWarAttitudeProb&amp;gt;&lt;br /&gt;
     &amp;lt;AttitudeType&amp;gt;ATTITUDE_FRIENDLY&amp;lt;/AttitudeType&amp;gt;&lt;br /&gt;
     &amp;lt;iNoWarProb&amp;gt;100&amp;lt;/iNoWarProb&amp;gt;&lt;br /&gt;
    &amp;lt;/NoWarAttitudeProb&amp;gt;&lt;br /&gt;
   &amp;lt;/NoWarAttitudeProbs&amp;gt;&lt;br /&gt;
   &amp;lt;UnitAIWeightModifiers&amp;gt;&lt;br /&gt;
    &amp;lt;UnitAIWeightModifier&amp;gt;&lt;br /&gt;
     &amp;lt;UnitAIType&amp;gt;UNITAI_COLLATERAL&amp;lt;/UnitAIType&amp;gt;&lt;br /&gt;
     &amp;lt;iWeightModifier&amp;gt;100&amp;lt;/iWeightModifier&amp;gt;&lt;br /&gt;
    &amp;lt;/UnitAIWeightModifier&amp;gt;&lt;br /&gt;
   &amp;lt;/UnitAIWeightModifiers&amp;gt;&lt;br /&gt;
   &amp;lt;ImprovementWeightModifiers&amp;gt;&lt;br /&gt;
    &amp;lt;ImprovementWeightModifier&amp;gt;&lt;br /&gt;
     &amp;lt;ImprovementType&amp;gt;IMPROVEMENT_FARM&amp;lt;/ImprovementType&amp;gt;&lt;br /&gt;
     &amp;lt;iWeightModifier&amp;gt;20&amp;lt;/iWeightModifier&amp;gt;&lt;br /&gt;
    &amp;lt;/ImprovementWeightModifier&amp;gt;&lt;br /&gt;
   &amp;lt;/ImprovementWeightModifiers&amp;gt;&lt;br /&gt;
   &amp;lt;DiplomacyIntroMusicPeace&amp;gt;&lt;br /&gt;
    &amp;lt;DiploMusicPeaceEra&amp;gt;&lt;br /&gt;
     &amp;lt;EraType&amp;gt;ERA_ANCIENT&amp;lt;/EraType&amp;gt;&lt;br /&gt;
    &amp;lt;/DiploMusicPeaceEra&amp;gt;&lt;br /&gt;
    &amp;lt;DiploMusicPeaceEra&amp;gt;&lt;br /&gt;
     &amp;lt;EraType&amp;gt;ERA_CLASSICAL&amp;lt;/EraType&amp;gt;&lt;br /&gt;
    &amp;lt;/DiploMusicPeaceEra&amp;gt;&lt;br /&gt;
    &amp;lt;DiploMusicPeaceEra&amp;gt;&lt;br /&gt;
     &amp;lt;EraType&amp;gt;ERA_MEDIEVAL&amp;lt;/EraType&amp;gt;&lt;br /&gt;
    &amp;lt;/DiploMusicPeaceEra&amp;gt;&lt;br /&gt;
    &amp;lt;DiploMusicPeaceEra&amp;gt;&lt;br /&gt;
     &amp;lt;EraType&amp;gt;ERA_RENAISSANCE&amp;lt;/EraType&amp;gt;&lt;br /&gt;
    &amp;lt;/DiploMusicPeaceEra&amp;gt;&lt;br /&gt;
    &amp;lt;DiploMusicPeaceEra&amp;gt;&lt;br /&gt;
     &amp;lt;EraType&amp;gt;ERA_INDUSTRIAL&amp;lt;/EraType&amp;gt;&lt;br /&gt;
    &amp;lt;/DiploMusicPeaceEra&amp;gt;&lt;br /&gt;
    &amp;lt;DiploMusicPeaceEra&amp;gt;&lt;br /&gt;
     &amp;lt;EraType&amp;gt;ERA_MODERN&amp;lt;/EraType&amp;gt;&lt;br /&gt;
    &amp;lt;/DiploMusicPeaceEra&amp;gt;&lt;br /&gt;
    &amp;lt;DiploMusicPeaceEra&amp;gt;&lt;br /&gt;
     &amp;lt;EraType&amp;gt;ERA_FUTURE&amp;lt;/EraType&amp;gt;&lt;br /&gt;
    &amp;lt;/DiploMusicPeaceEra&amp;gt;&lt;br /&gt;
   &amp;lt;/DiplomacyIntroMusicPeace&amp;gt;&lt;br /&gt;
   &amp;lt;DiplomacyMusicPeace&amp;gt;&lt;br /&gt;
    &amp;lt;DiploMusicPeaceEra&amp;gt;&lt;br /&gt;
     &amp;lt;EraType&amp;gt;ERA_ANCIENT&amp;lt;/EraType&amp;gt;&lt;br /&gt;
     &amp;lt;DiploScriptId&amp;gt;AS2D_DIPLO_BISMARCK_EARLY&amp;lt;/DiploScriptId&amp;gt;&lt;br /&gt;
    &amp;lt;/DiploMusicPeaceEra&amp;gt;&lt;br /&gt;
    &amp;lt;DiploMusicPeaceEra&amp;gt;&lt;br /&gt;
     &amp;lt;EraType&amp;gt;ERA_CLASSICAL&amp;lt;/EraType&amp;gt;&lt;br /&gt;
     &amp;lt;DiploScriptId&amp;gt;AS2D_DIPLO_BISMARCK_EARLY&amp;lt;/DiploScriptId&amp;gt;&lt;br /&gt;
    &amp;lt;/DiploMusicPeaceEra&amp;gt;&lt;br /&gt;
    &amp;lt;DiploMusicPeaceEra&amp;gt;&lt;br /&gt;
     &amp;lt;EraType&amp;gt;ERA_MEDIEVAL&amp;lt;/EraType&amp;gt;&lt;br /&gt;
     &amp;lt;DiploScriptId&amp;gt;AS2D_DIPLO_BISMARCK_MIDDLE&amp;lt;/DiploScriptId&amp;gt;&lt;br /&gt;
    &amp;lt;/DiploMusicPeaceEra&amp;gt;&lt;br /&gt;
    &amp;lt;DiploMusicPeaceEra&amp;gt;&lt;br /&gt;
     &amp;lt;EraType&amp;gt;ERA_RENAISSANCE&amp;lt;/EraType&amp;gt;&lt;br /&gt;
     &amp;lt;DiploScriptId&amp;gt;AS2D_DIPLO_BISMARCK_MIDDLE&amp;lt;/DiploScriptId&amp;gt;&lt;br /&gt;
    &amp;lt;/DiploMusicPeaceEra&amp;gt;&lt;br /&gt;
    &amp;lt;DiploMusicPeaceEra&amp;gt;&lt;br /&gt;
     &amp;lt;EraType&amp;gt;ERA_INDUSTRIAL&amp;lt;/EraType&amp;gt;&lt;br /&gt;
     &amp;lt;DiploScriptId&amp;gt;AS2D_DIPLO_BISMARCK_LATE&amp;lt;/DiploScriptId&amp;gt;&lt;br /&gt;
    &amp;lt;/DiploMusicPeaceEra&amp;gt;&lt;br /&gt;
    &amp;lt;DiploMusicPeaceEra&amp;gt;&lt;br /&gt;
     &amp;lt;EraType&amp;gt;ERA_MODERN&amp;lt;/EraType&amp;gt;&lt;br /&gt;
     &amp;lt;DiploScriptId&amp;gt;AS2D_DIPLO_BISMARCK_LATE&amp;lt;/DiploScriptId&amp;gt;&lt;br /&gt;
    &amp;lt;/DiploMusicPeaceEra&amp;gt;&lt;br /&gt;
    &amp;lt;DiploMusicPeaceEra&amp;gt;&lt;br /&gt;
     &amp;lt;EraType&amp;gt;ERA_FUTURE&amp;lt;/EraType&amp;gt;&lt;br /&gt;
     &amp;lt;DiploScriptId&amp;gt;AS2D_DIPLO_BISMARCK_LATE&amp;lt;/DiploScriptId&amp;gt;&lt;br /&gt;
    &amp;lt;/DiploMusicPeaceEra&amp;gt;&lt;br /&gt;
   &amp;lt;/DiplomacyMusicPeace&amp;gt;&lt;br /&gt;
   &amp;lt;DiplomacyIntroMusicWar&amp;gt;&lt;br /&gt;
    &amp;lt;DiploMusicWarEra&amp;gt;&lt;br /&gt;
     &amp;lt;EraType&amp;gt;ERA_ANCIENT&amp;lt;/EraType&amp;gt;&lt;br /&gt;
    &amp;lt;/DiploMusicWarEra&amp;gt;&lt;br /&gt;
    &amp;lt;DiploMusicWarEra&amp;gt;&lt;br /&gt;
     &amp;lt;EraType&amp;gt;ERA_CLASSICAL&amp;lt;/EraType&amp;gt;&lt;br /&gt;
    &amp;lt;/DiploMusicWarEra&amp;gt;&lt;br /&gt;
    &amp;lt;DiploMusicWarEra&amp;gt;&lt;br /&gt;
     &amp;lt;EraType&amp;gt;ERA_MEDIEVAL&amp;lt;/EraType&amp;gt;&lt;br /&gt;
    &amp;lt;/DiploMusicWarEra&amp;gt;&lt;br /&gt;
    &amp;lt;DiploMusicWarEra&amp;gt;&lt;br /&gt;
     &amp;lt;EraType&amp;gt;ERA_RENAISSANCE&amp;lt;/EraType&amp;gt;&lt;br /&gt;
    &amp;lt;/DiploMusicWarEra&amp;gt;&lt;br /&gt;
    &amp;lt;DiploMusicWarEra&amp;gt;&lt;br /&gt;
     &amp;lt;EraType&amp;gt;ERA_INDUSTRIAL&amp;lt;/EraType&amp;gt;&lt;br /&gt;
    &amp;lt;/DiploMusicWarEra&amp;gt;&lt;br /&gt;
    &amp;lt;DiploMusicWarEra&amp;gt;&lt;br /&gt;
     &amp;lt;EraType&amp;gt;ERA_MODERN&amp;lt;/EraType&amp;gt;&lt;br /&gt;
    &amp;lt;/DiploMusicWarEra&amp;gt;&lt;br /&gt;
    &amp;lt;DiploMusicWarEra&amp;gt;&lt;br /&gt;
     &amp;lt;EraType&amp;gt;ERA_FUTURE&amp;lt;/EraType&amp;gt;&lt;br /&gt;
    &amp;lt;/DiploMusicWarEra&amp;gt;&lt;br /&gt;
   &amp;lt;/DiplomacyIntroMusicWar&amp;gt;&lt;br /&gt;
   &amp;lt;DiplomacyMusicWar&amp;gt;&lt;br /&gt;
    &amp;lt;DiploMusicWarEra&amp;gt;&lt;br /&gt;
     &amp;lt;EraType&amp;gt;ERA_ANCIENT&amp;lt;/EraType&amp;gt;&lt;br /&gt;
     &amp;lt;DiploScriptId&amp;gt;AS2D_DIPLO_WARDRUMS_EARLY&amp;lt;/DiploScriptId&amp;gt;&lt;br /&gt;
    &amp;lt;/DiploMusicWarEra&amp;gt;&lt;br /&gt;
    &amp;lt;DiploMusicWarEra&amp;gt;&lt;br /&gt;
     &amp;lt;EraType&amp;gt;ERA_CLASSICAL&amp;lt;/EraType&amp;gt;&lt;br /&gt;
     &amp;lt;DiploScriptId&amp;gt;AS2D_DIPLO_WARDRUMS_EARLY&amp;lt;/DiploScriptId&amp;gt;&lt;br /&gt;
    &amp;lt;/DiploMusicWarEra&amp;gt;&lt;br /&gt;
    &amp;lt;DiploMusicWarEra&amp;gt;&lt;br /&gt;
     &amp;lt;EraType&amp;gt;ERA_MEDIEVAL&amp;lt;/EraType&amp;gt;&lt;br /&gt;
     &amp;lt;DiploScriptId&amp;gt;AS2D_DIPLO_WARDRUMS_MIDDLE&amp;lt;/DiploScriptId&amp;gt;&lt;br /&gt;
    &amp;lt;/DiploMusicWarEra&amp;gt;&lt;br /&gt;
    &amp;lt;DiploMusicWarEra&amp;gt;&lt;br /&gt;
     &amp;lt;EraType&amp;gt;ERA_RENAISSANCE&amp;lt;/EraType&amp;gt;&lt;br /&gt;
     &amp;lt;DiploScriptId&amp;gt;AS2D_DIPLO_WARDRUMS_MIDDLE&amp;lt;/DiploScriptId&amp;gt;&lt;br /&gt;
    &amp;lt;/DiploMusicWarEra&amp;gt;&lt;br /&gt;
    &amp;lt;DiploMusicWarEra&amp;gt;&lt;br /&gt;
     &amp;lt;EraType&amp;gt;ERA_INDUSTRIAL&amp;lt;/EraType&amp;gt;&lt;br /&gt;
     &amp;lt;DiploScriptId&amp;gt;AS2D_DIPLO_WARDRUMS_LATE&amp;lt;/DiploScriptId&amp;gt;&lt;br /&gt;
    &amp;lt;/DiploMusicWarEra&amp;gt;&lt;br /&gt;
    &amp;lt;DiploMusicWarEra&amp;gt;&lt;br /&gt;
     &amp;lt;EraType&amp;gt;ERA_MODERN&amp;lt;/EraType&amp;gt;&lt;br /&gt;
     &amp;lt;DiploScriptId&amp;gt;AS2D_DIPLO_WARDRUMS_LATE&amp;lt;/DiploScriptId&amp;gt;&lt;br /&gt;
    &amp;lt;/DiploMusicWarEra&amp;gt;&lt;br /&gt;
    &amp;lt;DiploMusicWarEra&amp;gt;&lt;br /&gt;
     &amp;lt;EraType&amp;gt;ERA_FUTURE&amp;lt;/EraType&amp;gt;&lt;br /&gt;
     &amp;lt;DiploScriptId&amp;gt;AS2D_DIPLO_WARDRUMS_LATE&amp;lt;/DiploScriptId&amp;gt;&lt;br /&gt;
    &amp;lt;/DiploMusicWarEra&amp;gt;&lt;br /&gt;
   &amp;lt;/DiplomacyMusicWar&amp;gt;&lt;br /&gt;
  &amp;lt;/LeaderHeadInfo&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Civ4_XML_Files}}&lt;/div&gt;</summary>
		<author><name>Afforess</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=User_talk:Deanej&amp;diff=1014</id>
		<title>User talk:Deanej</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=User_talk:Deanej&amp;diff=1014"/>
		<updated>2009-10-12T17:05:37Z</updated>

		<summary type="html">&lt;p&gt;Afforess: Created page with &amp;#039;Could you delete the pages that were vandalized recently? It&amp;#039;s hard to tell what pages need to be created and which have been made, as there are a lot of blank pages. --~~~~&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Could you delete the pages that were vandalized recently? It&#039;s hard to tell what pages need to be created and which have been made, as there are a lot of blank pages.&lt;br /&gt;
--[[User:Afforess|Afforess]] 17:05, 12 October 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Afforess</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Civ4CorporationInfo&amp;diff=847</id>
		<title>Civ4CorporationInfo</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Civ4CorporationInfo&amp;diff=847"/>
		<updated>2009-08-25T18:07:14Z</updated>

		<summary type="html">&lt;p&gt;Afforess: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Civ4CorporationInfos file defines all of the game&#039;s corporations as well as their effects, like providing extra resources and gold.&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;
|-&lt;br /&gt;
!BonusProduced&lt;br /&gt;
|This is the resource that the Corporation produces. Can be &amp;quot;NONE&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
!Civilopedia&lt;br /&gt;
|Refers to the TXT_KEY files that keeps the civilopedia information for the Corporation.&lt;br /&gt;
|-&lt;br /&gt;
!Description&lt;br /&gt;
|Refers to the TXT_KEY files that keeps the name of the Corporation.&lt;br /&gt;
|-&lt;br /&gt;
!FreeUnitClass&lt;br /&gt;
|Unknown. Is &amp;quot;NONE&amp;quot; for all corporations.&lt;br /&gt;
|-&lt;br /&gt;
!TechPrereq&lt;br /&gt;
|The Tech that is required to found this Corporation.&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
|Defines the Corporations number.&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;
!iMaintenance&lt;br /&gt;
|The base percent maintenance that the corporation costs. (Default is &amp;quot;100&amp;quot; percent. &amp;quot;0&amp;quot; would make it so that corporation costs no maintenance, &amp;quot;200&amp;quot; would double corporation maintenance.)&lt;br /&gt;
|-&lt;br /&gt;
!iSpreadCost&lt;br /&gt;
|The base cost that a player must pay to spread the Corporation to a new city.&lt;br /&gt;
|-&lt;br /&gt;
!iSpreadFactor&lt;br /&gt;
|Unknown (The rate at which corporations spread?), Is &amp;quot;200&amp;quot; for all Corporations.&lt;br /&gt;
|-&lt;br /&gt;
|}&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;
!CommercesProduced&lt;br /&gt;
|This defines the extra commerce that the corporation provides, per resource the corporation consumes, using the iCommerceProduced integer tag. (Ex. 100 = one extra beaker, gold, culture. 25 = .25 extra beakers, gold, culture.)&lt;br /&gt;
|-&lt;br /&gt;
!HeadquarterCommerces&lt;br /&gt;
|This defines the changes in commerce that are given to the founding city in the corporation. The tags affect the increases in beakers, gold, culture per turn that the corporation provides, using the iHeadquarterCommerce integer tag.&lt;br /&gt;
|-&lt;br /&gt;
!PrereqBonuses&lt;br /&gt;
|A city must have at least one of these resources for the city to experience the benefits that the corporation provides. The more of the resources the city has, the more bonuses the corporation provides.&lt;br /&gt;
|-&lt;br /&gt;
!YieldsProduced&lt;br /&gt;
|This defines the extra yields that the corporation provides, per resource the corporation consumes, using the iYieldProduced integer tag. iYieldProduced controls the extra changes in food, hammer, and commerce production in each city with the corporation present. (Ex. 100 = one extra Food, Gold, or Hammer. 25 = .25 extra Food, Gold, or Hammer)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Afforess</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Civ4ImprovementInfos&amp;diff=724</id>
		<title>Civ4ImprovementInfos</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Civ4ImprovementInfos&amp;diff=724"/>
		<updated>2009-07-24T20:58:27Z</updated>

		<summary type="html">&lt;p&gt;Afforess: Created page with &amp;#039;The &amp;#039;&amp;#039;&amp;#039;Civ4ImprovementInfos&amp;#039;&amp;#039;&amp;#039; file defines all of the Civilization&amp;#039;s improvements as well as their effects, like providing extra food, production or commerce.  All tags must be ...&amp;#039;&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;
!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 title 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 titles 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;
|Unknown, is always 0.&lt;br /&gt;
|-&lt;br /&gt;
!bUseLSystem&lt;br /&gt;
|Unknown, is always 1.&lt;br /&gt;
|}&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 title 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 title&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;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>Afforess</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Civ4BonusInfos&amp;diff=723</id>
		<title>Civ4BonusInfos</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Civ4BonusInfos&amp;diff=723"/>
		<updated>2009-07-24T20:19:19Z</updated>

		<summary type="html">&lt;p&gt;Afforess: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Civ4BonusInfos&#039;&#039;&#039; file defines all of the game&#039;s resources as well as their effects, like providing extra health and happiness.&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 Resource. &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 bonus.&lt;br /&gt;
|-&lt;br /&gt;
!BonusClassType&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!ArtDefineTag&lt;br /&gt;
|Refers to a tag in the Civ4ArtDefines Bonus files&lt;br /&gt;
|-&lt;br /&gt;
!TechReveal&lt;br /&gt;
|States which technology enables the resource.&lt;br /&gt;
|-&lt;br /&gt;
!TechCityTrade&lt;br /&gt;
|The technology that enables the trading of this resource.&lt;br /&gt;
|-&lt;br /&gt;
!TechObsolete &lt;br /&gt;
|The technology that obsoletes the resource&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;
!iAITradeModifier &lt;br /&gt;
|The number defines how much the AI values the resource, the higher the number, the more the value.&lt;br /&gt;
|-&lt;br /&gt;
!iAIObjective&lt;br /&gt;
|Unknown, the value is 0 for all resources&lt;br /&gt;
|-&lt;br /&gt;
!iHealth&lt;br /&gt;
|change in healthiness the resource provides&lt;br /&gt;
|-&lt;br /&gt;
!iHappiness&lt;br /&gt;
|change in healthiness the resource provides&lt;br /&gt;
|-&lt;br /&gt;
!iPlacementOrder&lt;br /&gt;
|How many of the resource are placed on the map, (-1 places none, higher numbers place more)&lt;br /&gt;
|-&lt;br /&gt;
!iConstAppearance&lt;br /&gt;
|The chance that the resource will be placed on the map&lt;br /&gt;
|-&lt;br /&gt;
!iMinAreaSize&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!iMinLatitude&lt;br /&gt;
|Minimum distance from equator.&lt;br /&gt;
|-&lt;br /&gt;
!iMaxLatitude&lt;br /&gt;
|Maximum distance from equator.&lt;br /&gt;
|-&lt;br /&gt;
!iPlayer&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!iTilesPer&lt;br /&gt;
|Unknown - (Perhaps the minimum tiles that the resource must occupy)&lt;br /&gt;
|-&lt;br /&gt;
!iMinLandPercent&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!iUnique&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!iGroupRange&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!iGroupRand&lt;br /&gt;
|Unknown&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;
!bArea&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!bHills&lt;br /&gt;
|If the resource may appear only on hills.&lt;br /&gt;
|-&lt;br /&gt;
!bFlatlands&lt;br /&gt;
|If the resource may appear only on flat land.&lt;br /&gt;
|-&lt;br /&gt;
!bNoRiverSide&lt;br /&gt;
|If the resource can not appear next to a river&lt;br /&gt;
|-&lt;br /&gt;
!bNormalize &lt;br /&gt;
|Unknown&lt;br /&gt;
|}&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;
!Rands&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!YieldChanges &lt;br /&gt;
|Defines the change in city yield, using iYield.  There are three iYield tags: the first is for food per turn change, the second for hammers per turn, and the third for commerce per turn (e.g. the Palace provides 8 free commerce per turn).&lt;br /&gt;
|-&lt;br /&gt;
!TerrainBooleans&lt;br /&gt;
|Defines which terrain types the resource may appear on. &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;BonusInfos&amp;gt;&lt;br /&gt;
 &amp;lt;BonusInfo&amp;gt;&lt;br /&gt;
   &amp;lt;Type&amp;gt;BONUS_HORSE&amp;lt;/Type&amp;gt;&lt;br /&gt;
   &amp;lt;Description&amp;gt;TXT_KEY_BONUS_HORSE&amp;lt;/Description&amp;gt;&lt;br /&gt;
   &amp;lt;Civilopedia&amp;gt;TXT_KEY_BONUS_HORSE_PEDIA&amp;lt;/Civilopedia&amp;gt;&lt;br /&gt;
   &amp;lt;BonusClassType&amp;gt;BONUSCLASS_RUSH&amp;lt;/BonusClassType&amp;gt;&lt;br /&gt;
   &amp;lt;ArtDefineTag&amp;gt;ART_DEF_BONUS_HORSE&amp;lt;/ArtDefineTag&amp;gt;&lt;br /&gt;
   &amp;lt;TechReveal&amp;gt;TECH_ANIMAL_HUSBANDRY&amp;lt;/TechReveal&amp;gt;&lt;br /&gt;
   &amp;lt;TechCityTrade&amp;gt;TECH_ANIMAL_HUSBANDRY&amp;lt;/TechCityTrade&amp;gt;&lt;br /&gt;
   &amp;lt;TechObsolete&amp;gt;NONE&amp;lt;/TechObsolete&amp;gt;&lt;br /&gt;
   &amp;lt;YieldChanges&amp;gt;&lt;br /&gt;
    &amp;lt;iYieldChange&amp;gt;0&amp;lt;/iYieldChange&amp;gt;&lt;br /&gt;
    &amp;lt;iYieldChange&amp;gt;1&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;iAITradeModifier&amp;gt;0&amp;lt;/iAITradeModifier&amp;gt;&lt;br /&gt;
   &amp;lt;iAIObjective&amp;gt;0&amp;lt;/iAIObjective&amp;gt;&lt;br /&gt;
   &amp;lt;iHealth&amp;gt;0&amp;lt;/iHealth&amp;gt;&lt;br /&gt;
   &amp;lt;iHappiness&amp;gt;0&amp;lt;/iHappiness&amp;gt;&lt;br /&gt;
   &amp;lt;iPlacementOrder&amp;gt;1&amp;lt;/iPlacementOrder&amp;gt;&lt;br /&gt;
   &amp;lt;iConstAppearance&amp;gt;100&amp;lt;/iConstAppearance&amp;gt;&lt;br /&gt;
   &amp;lt;iMinAreaSize&amp;gt;3&amp;lt;/iMinAreaSize&amp;gt;&lt;br /&gt;
   &amp;lt;iMinLatitude&amp;gt;0&amp;lt;/iMinLatitude&amp;gt;&lt;br /&gt;
   &amp;lt;iMaxLatitude&amp;gt;80&amp;lt;/iMaxLatitude&amp;gt;&lt;br /&gt;
   &amp;lt;Rands&amp;gt;&lt;br /&gt;
    &amp;lt;iRandApp1&amp;gt;10&amp;lt;/iRandApp1&amp;gt;&lt;br /&gt;
    &amp;lt;iRandApp2&amp;gt;10&amp;lt;/iRandApp2&amp;gt;&lt;br /&gt;
    &amp;lt;iRandApp3&amp;gt;0&amp;lt;/iRandApp3&amp;gt;&lt;br /&gt;
    &amp;lt;iRandApp4&amp;gt;0&amp;lt;/iRandApp4&amp;gt;&lt;br /&gt;
   &amp;lt;/Rands&amp;gt;&lt;br /&gt;
   &amp;lt;iPlayer&amp;gt;100&amp;lt;/iPlayer&amp;gt;&lt;br /&gt;
   &amp;lt;iTilesPer&amp;gt;256&amp;lt;/iTilesPer&amp;gt;&lt;br /&gt;
   &amp;lt;iMinLandPercent&amp;gt;0&amp;lt;/iMinLandPercent&amp;gt;&lt;br /&gt;
   &amp;lt;iUnique&amp;gt;6&amp;lt;/iUnique&amp;gt;&lt;br /&gt;
   &amp;lt;iGroupRange&amp;gt;0&amp;lt;/iGroupRange&amp;gt;&lt;br /&gt;
   &amp;lt;iGroupRand&amp;gt;0&amp;lt;/iGroupRand&amp;gt;&lt;br /&gt;
   &amp;lt;bArea&amp;gt;0&amp;lt;/bArea&amp;gt;&lt;br /&gt;
   &amp;lt;bHills&amp;gt;0&amp;lt;/bHills&amp;gt;&lt;br /&gt;
   &amp;lt;bFlatlands&amp;gt;1&amp;lt;/bFlatlands&amp;gt;&lt;br /&gt;
   &amp;lt;bNoRiverSide&amp;gt;1&amp;lt;/bNoRiverSide&amp;gt;&lt;br /&gt;
   &amp;lt;bNormalize&amp;gt;0&amp;lt;/bNormalize&amp;gt;&lt;br /&gt;
   &amp;lt;TerrainBooleans&amp;gt;&lt;br /&gt;
    &amp;lt;TerrainBoolean&amp;gt;&lt;br /&gt;
     &amp;lt;TerrainType&amp;gt;TERRAIN_GRASS&amp;lt;/TerrainType&amp;gt;&lt;br /&gt;
      &amp;lt;bTerrain&amp;gt;1&amp;lt;/bTerrain&amp;gt;&lt;br /&gt;
     &amp;lt;/TerrainBoolean&amp;gt;&lt;br /&gt;
     &amp;lt;TerrainBoolean&amp;gt;&lt;br /&gt;
      &amp;lt;TerrainType&amp;gt;TERRAIN_PLAINS&amp;lt;/TerrainType&amp;gt;&lt;br /&gt;
      &amp;lt;bTerrain&amp;gt;1&amp;lt;/bTerrain&amp;gt;&lt;br /&gt;
    &amp;lt;/TerrainBoolean&amp;gt;&lt;br /&gt;
    &amp;lt;TerrainBoolean&amp;gt;&lt;br /&gt;
     &amp;lt;TerrainType&amp;gt;TERRAIN_TUNDRA&amp;lt;/TerrainType&amp;gt;&lt;br /&gt;
     &amp;lt;bTerrain&amp;gt;1&amp;lt;/bTerrain&amp;gt;&lt;br /&gt;
    &amp;lt;/TerrainBoolean&amp;gt;&lt;br /&gt;
    &amp;lt;/TerrainBooleans&amp;gt;&lt;br /&gt;
   &amp;lt;FeatureBooleans/&amp;gt;&lt;br /&gt;
   &amp;lt;FeatureTerrainBooleans/&amp;gt;&lt;br /&gt;
 &amp;lt;/BonusInfo&amp;gt;&lt;br /&gt;
 &amp;lt;/BonusInfos&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Civ4_XML_Files}}&lt;/div&gt;</summary>
		<author><name>Afforess</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Civ4BuildingInfos&amp;diff=716</id>
		<title>Civ4BuildingInfos</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Civ4BuildingInfos&amp;diff=716"/>
		<updated>2009-07-24T01:38:07Z</updated>

		<summary type="html">&lt;p&gt;Afforess: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Civ4BuildingInfos&#039;&#039;&#039; file defines all of the game&#039;s buildings (city improvements) as well as their effects, like providing extra health and happiness or allowing production of certain units.&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;
! Advisor&lt;br /&gt;
|Defines the type of advisor that would recommend this building in the in-game menus.&lt;br /&gt;
|-&lt;br /&gt;
!ArtDefineTag &lt;br /&gt;
|Specifies the tag in the Civ4ArtDefines_Building file that provides graphic data for this building.&lt;br /&gt;
|-&lt;br /&gt;
!Bonus &lt;br /&gt;
|Bonus type that speeds production.&lt;br /&gt;
|-&lt;br /&gt;
!BuildingClass &lt;br /&gt;
|The class of the building, as defined in the Civ4BuildingClassInfos file.&lt;br /&gt;
|-&lt;br /&gt;
!CivicOption &lt;br /&gt;
|Free civics allowed with building (for example, the Pyramids enable all Government civics).&lt;br /&gt;
|-&lt;br /&gt;
!Civilopedia &lt;br /&gt;
|Refers to a tag in the Civ4GameText_Civilopedia_BuildingsProjects file which stores the Civilopedia description for the Building.&lt;br /&gt;
|-&lt;br /&gt;
!ConstructSound &lt;br /&gt;
|Sound used when building is completed. See the AudioDefines, Audio2DScripts, and Audio3DScripts files.&lt;br /&gt;
|-&lt;br /&gt;
!Description &lt;br /&gt;
|Refers to a tag in the Civ4GameTextInfos_Objects file that stores the in-game name of the Building.&lt;br /&gt;
|-&lt;br /&gt;
!FreeBonus &lt;br /&gt;
|Provides the city with &#039;&#039;iFreeBonus&#039;&#039; (see below) number of a certain resource, like Hit Musicals (BONUS_DRAMA), Hit Songs (BONUS_MUSIC), or Hit Movies (BONUS_MOVIES).&lt;br /&gt;
|-&lt;br /&gt;
!FreeBuilding &lt;br /&gt;
|Provides the listed building free to every city. For example, the Three Gorges Dam gives a Hydro Station to each city.&lt;br /&gt;
|-&lt;br /&gt;
!FreePromotion &lt;br /&gt;
|Allows building to give listed promotion to all units built in that city, like Red Cross and Medic I.&lt;br /&gt;
|-&lt;br /&gt;
!FreeStartEra &lt;br /&gt;
|Building is free if you start in &#039;&#039;this&#039;&#039; Era or later.&lt;br /&gt;
|-&lt;br /&gt;
!GlobalReligionCommerce &lt;br /&gt;
|Earns gold from every city with &#039;&#039;this&#039;&#039; religion.&lt;br /&gt;
|-&lt;br /&gt;
!GreatPeopleUnitClass &lt;br /&gt;
|Type of Great Person Points the building generates.&lt;br /&gt;
|-&lt;br /&gt;
!HolyCity &lt;br /&gt;
|If set, the building can only be constructed in the Holy City of the religion specified.&lt;br /&gt;
|-&lt;br /&gt;
!MaxStartEra &lt;br /&gt;
|Latest Era the building can be constructed.&lt;br /&gt;
|-&lt;br /&gt;
!MovieDefineTag &lt;br /&gt;
|Specifies the tag in the Civ4ArtDefines_Movie file that will play when this building is constructed.&lt;br /&gt;
|-&lt;br /&gt;
!ObsoleteTech &lt;br /&gt;
|Tech that makes the building obsolete (like Economics for Castles).&lt;br /&gt;
|-&lt;br /&gt;
!PowerBonus &lt;br /&gt;
|Any building with this bonus supplies power to the given city (i.e. BONUS_COAL for the Coal Plant).&lt;br /&gt;
|-&lt;br /&gt;
!PrereqBonuses &lt;br /&gt;
|Bonus type required for production.&lt;br /&gt;
|-&lt;br /&gt;
!PrereqReligion &lt;br /&gt;
|Defines Religion needed for production.&lt;br /&gt;
|-&lt;br /&gt;
!ReligionType &lt;br /&gt;
|If set, the Building can only be constructed if the specified Religion type is present in a city within the Civilization (though not necessarily in the city where it is being constructed).&lt;br /&gt;
|-&lt;br /&gt;
!SpecialBuildingType &lt;br /&gt;
|Determines whether or not the building is one the special types listed in the Civ4SpecialBuildingInfos file, like a monastery or cathedral.&lt;br /&gt;
|-&lt;br /&gt;
!StateReligion &lt;br /&gt;
|If set, the Building can only be constructed while the specified Religion type is the Civilization&#039;s State Religion.&lt;br /&gt;
|-&lt;br /&gt;
!Strategy &lt;br /&gt;
|Refers to a tag in the Civ4GameText_Strategy file that stores the strategic or usage info on the Building, displayed in mouseover pop-ups.&lt;br /&gt;
|-&lt;br /&gt;
!Type &lt;br /&gt;
|The type of Building (see the Civ4ArtDefines_Building file).&lt;br /&gt;
|-&lt;br /&gt;
!VictoryPrereq &lt;br /&gt;
|Victory type required for construction of the building (i.e. the Diplomacy victory condition must be enabled for the United Nations to be available).&lt;br /&gt;
|-&lt;br /&gt;
!DiploVoteType&lt;br /&gt;
|If one is set, the building will allow diplomatic voting of the votes allowed by that vote type; used by the United Nations and the Apostolic Palace.&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;
!iAirlift &lt;br /&gt;
|The distance from city that units can be airlifted.&lt;br /&gt;
|-&lt;br /&gt;
!iAirModifier &lt;br /&gt;
|Damage change from air units.&lt;br /&gt;
|-&lt;br /&gt;
!iAIWeight &lt;br /&gt;
|Importance of building to the AI.&lt;br /&gt;
|-&lt;br /&gt;
!iAllCityDefense &lt;br /&gt;
|% change in defense in all cities (e.g. Chichen Itza increases defenses by 25% ).&lt;br /&gt;
|-&lt;br /&gt;
!iAnarchyModifier &lt;br /&gt;
|% change in anarchy length.&lt;br /&gt;
|-&lt;br /&gt;
!iAreaHappiness &lt;br /&gt;
|Change in happiness in all cities on this continent.&lt;br /&gt;
|-&lt;br /&gt;
!iAreaHealth &lt;br /&gt;
|Change in healthiness in all cities on this continent.&lt;br /&gt;
|-&lt;br /&gt;
!iAreaFreeSpecialist &lt;br /&gt;
|Free specialists allowed in all cities on this continent (e.g. Statue of Liberty grants +1 specialist per city).&lt;br /&gt;
|-&lt;br /&gt;
!iAsset &lt;br /&gt;
|Point value of building for victory score.&lt;br /&gt;
|-&lt;br /&gt;
!iBombardDefense&lt;br /&gt;
|Percent reduction in damage to defense a city can get from bombardment from non-gunpowder units&lt;br /&gt;
|-&lt;br /&gt;
!iCitiesPrereq &lt;br /&gt;
|Requisite number of cities for this building.&lt;br /&gt;
|-&lt;br /&gt;
!iCoastalTradeRoutes &lt;br /&gt;
|Increases the number of trade routes in all coastal cities by this amount.&lt;br /&gt;
|-&lt;br /&gt;
!iConquestProb &lt;br /&gt;
|Percentage chance building will survive if city is captured.&lt;br /&gt;
|-&lt;br /&gt;
!iCost &lt;br /&gt;
|Building cost in hammers.&lt;br /&gt;
|-&lt;br /&gt;
!iDefense &lt;br /&gt;
|% change in this city&#039;s defense bonus.&lt;br /&gt;
|-&lt;br /&gt;
!iExperience &lt;br /&gt;
|Experience bonus to units built in this city.&lt;br /&gt;
|-&lt;br /&gt;
!iFoodKept &lt;br /&gt;
|% of food kept after city grows.&lt;br /&gt;
|-&lt;br /&gt;
!iFreeSpecialist &lt;br /&gt;
|Free specialists allowed in this city.&lt;br /&gt;
|-&lt;br /&gt;
!iFreeTechs &lt;br /&gt;
|Number of free techs provided when built.&lt;br /&gt;
|-&lt;br /&gt;
!iGlobalExperience &lt;br /&gt;
|Experience bonus to units built in all cities (e.g. the Pentagon gives +2 XP to all units).&lt;br /&gt;
|-&lt;br /&gt;
!iGlobalFreeSpecialist &lt;br /&gt;
|Free specialists allowed in all cities.&lt;br /&gt;
|-&lt;br /&gt;
!iGlobalGreatPeopleRateModifier &lt;br /&gt;
|% increase of Great Person Points generation rate for civilization.&lt;br /&gt;
|-&lt;br /&gt;
!iGlobalHappiness &lt;br /&gt;
|Change in happiness in all cities.&lt;br /&gt;
|-&lt;br /&gt;
!iGlobalHealth &lt;br /&gt;
|Change in healthiness in all cities.&lt;br /&gt;
|-&lt;br /&gt;
!iGlobalHurryModifier &lt;br /&gt;
|% change in hurry cost in all cities.&lt;br /&gt;
|-&lt;br /&gt;
!iGlobalPopulationChange &lt;br /&gt;
|Change in population globally.&lt;br /&gt;
|-&lt;br /&gt;
!iGlobalSpaceProductionModifier &lt;br /&gt;
|% change in spaceship parts production in all cities.&lt;br /&gt;
|-&lt;br /&gt;
!iGlobalTradeRoutes &lt;br /&gt;
|Change in number of trade routes in all cities.&lt;br /&gt;
|-&lt;br /&gt;
!iGlobalWarWearinessModifier &lt;br /&gt;
|% change in war weariness in all cities.&lt;br /&gt;
|-&lt;br /&gt;
!iGreatPeopleRateChange &lt;br /&gt;
|Integer change in Great Person Points generation (i.e. used for wonders, like the Pyramid&#039;s +2 Great Engineer points per turn).&lt;br /&gt;
|-&lt;br /&gt;
!iGreatPeopleRateModifier &lt;br /&gt;
|% increase of Great Person Points generation rate in this city.&lt;br /&gt;
|-&lt;br /&gt;
!iHappiness &lt;br /&gt;
|Change in happiness in this city.&lt;br /&gt;
|-&lt;br /&gt;
!iHealRateChange &lt;br /&gt;
|% change in healing rates.&lt;br /&gt;
|-&lt;br /&gt;
!iHealth &lt;br /&gt;
|Change in healthiness in this city.&lt;br /&gt;
|-&lt;br /&gt;
!iHurryCostModifier &lt;br /&gt;
|Building hurry cost modifier (e.g. a value of 100 makes the building, usually a wonder, twice as expensive to rush via gold or population).&lt;br /&gt;
|-&lt;br /&gt;
!iLevelPrereq &lt;br /&gt;
|Requisite unit level (e.g. a level 6 unit is required for West Point).&lt;br /&gt;
|-&lt;br /&gt;
!iMaintenanceModifier &lt;br /&gt;
|% change in maintenance cost.&lt;br /&gt;
|-&lt;br /&gt;
!iMaxLatitude &lt;br /&gt;
|Maximum distance from equator.&lt;br /&gt;
|-&lt;br /&gt;
!iMilitaryProductionModifier &lt;br /&gt;
|% change in military units&#039; production.&lt;br /&gt;
|-&lt;br /&gt;
!iMinAreaSize &lt;br /&gt;
|Size of adjacent body of water for sea buildings (usually 10).&lt;br /&gt;
|-&lt;br /&gt;
!iMinLatitude &lt;br /&gt;
|Minimum distance from equator.&lt;br /&gt;
|-&lt;br /&gt;
!iNukeModifier &lt;br /&gt;
|Damage change from nukes.&lt;br /&gt;
|-&lt;br /&gt;
!iNukeExplosionRand &lt;br /&gt;
|Chance that a nuclear power plant will randomly blow up, causing a meltdown (default 1 in 1000).&lt;br /&gt;
|-&lt;br /&gt;
!iNumFreeBonuses &lt;br /&gt;
|Connected to the FreeBonus tag, this determines how many of the specified resource to provide.  -1 gives 5 of the above bonuses. Any number &amp;gt;= 0 is itself, i.e. 10 here with a BONUS_DRAMA in the FreeBonus tag means 10 Hit Musicals from your city. Anything below -1 shows up as that negative number.&lt;br /&gt;
|-&lt;br /&gt;
!iPower &lt;br /&gt;
|Value used by AI to calculate a player&#039;s relative strength (Forge, Heroic Epic, etc. influence this).&lt;br /&gt;
|-&lt;br /&gt;
!iSpaceProductionModifier &lt;br /&gt;
|% change in spaceship parts&#039; production.&lt;br /&gt;
|-&lt;br /&gt;
!iStateReligionHappiness &lt;br /&gt;
|Change in happiness with state religion.&lt;br /&gt;
|-&lt;br /&gt;
!iTeamsPrereq &lt;br /&gt;
|Instances among a team in multiplayer (e.g. the Apostolic Palace and United Nations have the value 3, while most buildings have a value of 0).&lt;br /&gt;
|-&lt;br /&gt;
!iTradeRouteModifier &lt;br /&gt;
|% change in trade routes&#039; yield in this city.&lt;br /&gt;
|-&lt;br /&gt;
!iTradeRoutes &lt;br /&gt;
|Change in number of trade routes in this city.&lt;br /&gt;
|-&lt;br /&gt;
!iWarWearinessModifier &lt;br /&gt;
|% change in war weariness.&lt;br /&gt;
|-&lt;br /&gt;
!iWorkerSpeedModifier &lt;br /&gt;
|% change in worker speed.&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;
!bAreaCleanPower &lt;br /&gt;
|Provides clean power to all cities (e.g. Three Gorges Dam).&lt;br /&gt;
|-&lt;br /&gt;
!bBuildingOnlyHealthy &lt;br /&gt;
|Removes unhealthiness caused by buildings (e.g. used by Recycling Center).&lt;br /&gt;
|-&lt;br /&gt;
!bCapital &lt;br /&gt;
|Sets the Capital City.  There can only be one per civilization.&lt;br /&gt;
|-&lt;br /&gt;
!bCenterInCity &lt;br /&gt;
|Appears to locate the building at the center of the city.  Buildings with a value of 1 for this tag include Aqueduct, Castle, and Monument.&lt;br /&gt;
|-&lt;br /&gt;
!bDiploVote &lt;br /&gt;
|Allows diplomatic votes (e.g. the United Nations); Vanilla and Warlords version of DiploVoteType&lt;br /&gt;
|-&lt;br /&gt;
!bDirtyPower &lt;br /&gt;
|Power provided is polluting.&lt;br /&gt;
|-&lt;br /&gt;
!bForceTeamVoteEligible &lt;br /&gt;
|Forces team members to vote with you.&lt;br /&gt;
|-&lt;br /&gt;
!bGoldenAge &lt;br /&gt;
|Starts a golden age (e.g. used by Taj Mahal).&lt;br /&gt;
|-&lt;br /&gt;
!bGovernmentCenter &lt;br /&gt;
|Makes the city a center of government (multiple allowed per civilization). Used by the Versailles wonder.&lt;br /&gt;
|-&lt;br /&gt;
!bMapCentering &lt;br /&gt;
|On completion, centers the map.&lt;br /&gt;
|-&lt;br /&gt;
!bNeverCapture &lt;br /&gt;
|Indicates if the building is destroyed when the city is captured.&lt;br /&gt;
|-&lt;br /&gt;
!bNoUnhappiness &lt;br /&gt;
|Removes all unhappiness from the city. Used by the Globe Theatre.&lt;br /&gt;
|-&lt;br /&gt;
!bNoUnhealthyPopulation &lt;br /&gt;
|Removes all unhealthiness from population.  Used by the National Park.&lt;br /&gt;
|-&lt;br /&gt;
!bNukeImmune &lt;br /&gt;
|Makes the building immune to nuking.&lt;br /&gt;
|-&lt;br /&gt;
!bPower &lt;br /&gt;
|&#039;&#039;Provides&#039;&#039; power.&lt;br /&gt;
|-&lt;br /&gt;
!bPrereqReligion &lt;br /&gt;
|Indicates if a Religion must be present.&lt;br /&gt;
|-&lt;br /&gt;
!bRiver &lt;br /&gt;
|Requires river.&lt;br /&gt;
|-&lt;br /&gt;
!bTeamShare &lt;br /&gt;
|Allows team members to build together.&lt;br /&gt;
|-&lt;br /&gt;
!bWater &lt;br /&gt;
|Requires water.&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;
!BonusHappinessChanges &lt;br /&gt;
|This defines the changes in happiness provided by the building if you have the specified resources.  The tag BonusHappinessChange, bracketed by BonusHappinessChanges, contains each individual resource and its effect.  BonusType defines the type of resource, and iHappinessChange defines the amount of happiness increase.&lt;br /&gt;
|-&lt;br /&gt;
!BonusHealthChanges &lt;br /&gt;
|This defines the changes in healthiness provided by the building if you have the specified resources.  The tag BonusHealthChange, bracketed by BonusHealthChanges, contains each individual resource and its effect.  BonusType defines the type of resource, and iHealthChange defines the amount of health increase.&lt;br /&gt;
|-&lt;br /&gt;
!BonusProductionModifiers &lt;br /&gt;
|This controls the production bonuses for the building as a result of specified resources.  BonusProductionModifier contains each individual resources and its effect, BonusType defines the type of resource, and iProductionModifier is a percentage value defining the change in production (e.g. Walls have a value for BONUS_STONE of 100).&lt;br /&gt;
|-&lt;br /&gt;
!BonusYieldModifiers &lt;br /&gt;
|This defines the bonuses to resources&#039; yields from a building.  BonusYieldModifier declares each resource, BonusType defines the type of resource, YieldModifiers brackets the three yield tags, and iYield controls the percentage change in food, hammer, and commerce production in that city.&lt;br /&gt;
|-&lt;br /&gt;
!BuildingClassNeededs &lt;br /&gt;
|This tag defines the buildings in the city that are required for the particular city improvement.  BuildingClassNeeded defines the individual building classes, BuildingClassType declares the specific type of building, bNeededInCity is a Boolean tag controlling whether the building is needed in this city, and BuildingInfo brackets the entire building group.&lt;br /&gt;
|-&lt;br /&gt;
!CommerceChangeDoubleTimes &lt;br /&gt;
|Defines how many turns must pass before a given commerce output is doubled. For example, Versailles starts giving 10 Culture per turn, but after 1000 turns, begins giving 20 Culture per turn.  The three iCommerce tags presumably refer to beakers, gold, and culture per turn.&lt;br /&gt;
|-&lt;br /&gt;
!CommerceChangeOriginalOwners &lt;br /&gt;
|Unknown.  Relies on the Boolean tag bCommerceChangeOriginalOwner and again has three separate tags, presumably for beakers, gold, and culture per turn.&lt;br /&gt;
|-&lt;br /&gt;
!CommerceChanges &lt;br /&gt;
|Defines the increases in beakers, gold, culture, and espionage per turn that the building provides, using the iCommerce integer tag.&lt;br /&gt;
|-&lt;br /&gt;
!CommerceFlexibles&lt;br /&gt;
|Unknown.  No building in the standard game uses this tag.&lt;br /&gt;
|-&lt;br /&gt;
!CommerceHappinesses &lt;br /&gt;
|This determines the percentage change in tax/research/culture sliders&#039; rates, respectively, that produce happy faces, using the iCommerce tag.  This is used for buildings like the Theater and Hippodrome.&lt;br /&gt;
|-&lt;br /&gt;
!CommerceModifiers &lt;br /&gt;
|Percentage change to the commerce production for the entire city (e.g. 25 is 25% increase), using the iCommerce tag.  The first tag controls beakers per turn, the second gold per turn, and the third culture per turn.&lt;br /&gt;
|-&lt;br /&gt;
!DomainFreeExperiences &lt;br /&gt;
|This tag defines the experience bonus given to units of a certain type.  The DomainFreeExperience tag contains each unit type, DomainType declares whether the unit is a land, sea, or air unit, and iExperience is an integer tag defining how many XP points are given to that unit type.&lt;br /&gt;
|-&lt;br /&gt;
!DomainProductionModifiers &lt;br /&gt;
|This tag defines the production bonus given to units of a certain type.  The DomainFreeExperience tag contains each unit type, DomainType declares whether the unit is a land, sea, or air unit, and iProductionModifier defines the percentage bonus given to unit construction for that type.&lt;br /&gt;
|-&lt;br /&gt;
!Flavors &lt;br /&gt;
|Used by the AI to decide what buildings to build based on personality&lt;br /&gt;
|-&lt;br /&gt;
!FreeSpecialistCounts &lt;br /&gt;
|This tag lists the free specialists given to a city by the particular building.  The FreeSpecialistCount brackets the info for each specialist type (Spy, Engineer, Merchant, etc.), SpecialistType declares the individual specialist type, and iFreeSpecialistCount controls how many free specialists of that type are granted.&lt;br /&gt;
|-&lt;br /&gt;
!GlobalSeaPlotYieldChanges &lt;br /&gt;
|Change in sea square yield for all cities, using the iYield integer tag. &lt;br /&gt;
|-&lt;br /&gt;
!HotKey &lt;br /&gt;
|Unknown.  This relies on the Boolean tags bAltDown, bCtrlDown, and bShiftDown.&lt;br /&gt;
|-&lt;br /&gt;
!ObsoleteSafeCommerceChanges &lt;br /&gt;
|Additions to commerce outputs that aren&#039;t affected by other changes and the building going obsolete.  Used primarily for culture per turn, this relies on the iCommerce integer tag.&lt;br /&gt;
|-&lt;br /&gt;
!PrereqBuildingClasses &lt;br /&gt;
|This specifies the amount of certain building class needed to construct this city improvement. PrereqBuildingClass brackets the info for each building class, BuildingClassType declares the building type, and iNumBuildingNeeded states the number of that building type required.&lt;br /&gt;
|-&lt;br /&gt;
!ProductionTraits &lt;br /&gt;
|This tag contains all the leader traits&#039; production bonuses for the building.  For example, Aggressive leaders receive a bonus when building a Barracks.  ProductionTrait contains the info for each trait, ProductionTraitType defines the particular trait type, and iProductionTrait declares the percentage bonus to production.&lt;br /&gt;
|-&lt;br /&gt;
!ReligionChanges &lt;br /&gt;
|Unknown.  ReligionChange contains the info for each religion, ReligionType indicates the particular religion affecting the building, and iReligionChange is an integer tag used to affect this building.&lt;br /&gt;
|-&lt;br /&gt;
!SeaPlotYieldChanges &lt;br /&gt;
|This defines the change in sea squares&#039; yield, using the iYield integer tag for food, hammers, and commerce output. &lt;br /&gt;
|-&lt;br /&gt;
!SpecialistCounts &lt;br /&gt;
|This list tag controls how many of each type of specialist this building allows (e.g. a Library allows only 2 Scientists).  SpecialistCount contains the info for each specialist, SpecialistType declares the specialist type, and iSpecialistCount defines how many of that type are permitted.&lt;br /&gt;
|-&lt;br /&gt;
!SpecialistExtraCommerces &lt;br /&gt;
|Bonus provided to specialists by the building, uses iCommerce tag (e.g. Sistine Chapel provides extra culture per turn to each specialist).&lt;br /&gt;
|-&lt;br /&gt;
!SpecialistYieldChanges &lt;br /&gt;
|This controls the bonuses given to each specialist type by the building in question.  SpecialistYieldChange contains all of the tags for each particular specialist: SpecialistType declares the type of specialist (Spy, Engineer, Merchant, etc.) and YieldChanges uses the iYield integer tag to modify Food, Hammers, and Gold per turn output.&lt;br /&gt;
|-&lt;br /&gt;
!StateReligionCommerces &lt;br /&gt;
|Bonus provided by buildings of the state religion, uses iCommerce tag (again used by the Sistine Chapel to increase culture per turn output of religous buildings). &lt;br /&gt;
|-&lt;br /&gt;
!TechTypes &lt;br /&gt;
|This tag lists all technologies that are required to allow construction.  Note that you must have &#039;&#039;all&#039;&#039; of these techs beforehand (i.e. these are AND techs, not OR techs).  The PrereqTech tag is used to bracket each individual prerequisite.&lt;br /&gt;
|-&lt;br /&gt;
!UnitCombatFreeExperiences&lt;br /&gt;
|This controls experience point bonuses to units of a certain combat type (Siege, Mounted, Melee, etc.).  UnitCombatFreeExperience groups the information for each unit type, and the iExperience integer tag describes how much free XP to give to that type.&lt;br /&gt;
|-&lt;br /&gt;
!YieldChanges &lt;br /&gt;
|Defines the change in city yield, using iYield.  There are three iYield tags: the first is for food per turn change, the second for hammers per turn, and the third for commerce per turn (e.g. the Palace provides 8 free commerce per turn).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Art===&lt;br /&gt;
&lt;br /&gt;
These tags are directly related to the rendering of art for the entry.&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;
!fVisibilityPriority&lt;br /&gt;
|Used to give certain buildings priority when drawing them on the map.  Most buildings have a value of 1.0, but the Aqueduct, for example, as a value of 10240000.0 in order to ensure that it is always drawn first.&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;BuildingInfos&amp;gt;&lt;br /&gt;
  &amp;lt;BuildingInfo&amp;gt;&lt;br /&gt;
   &amp;lt;BuildingClass&amp;gt;BUILDINGCLASS_PALACE&amp;lt;/BuildingClass&amp;gt;&lt;br /&gt;
   &amp;lt;Type&amp;gt;BUILDING_PALACE&amp;lt;/Type&amp;gt;&lt;br /&gt;
   &amp;lt;SpecialBuildingType&amp;gt;NONE&amp;lt;/SpecialBuildingType&amp;gt;&lt;br /&gt;
   &amp;lt;Description&amp;gt;TXT_KEY_BUILDING_PALACE&amp;lt;/Description&amp;gt;&lt;br /&gt;
   &amp;lt;Civilopedia&amp;gt;TXT_KEY_BUILDING_PALACE_PEDIA&amp;lt;/Civilopedia&amp;gt;&lt;br /&gt;
   &amp;lt;Strategy&amp;gt;TXT_KEY_BUILDING_PALACE_STRATEGY&amp;lt;/Strategy&amp;gt;&lt;br /&gt;
   &amp;lt;Advisor&amp;gt;ADVISOR_ECONOMY&amp;lt;/Advisor&amp;gt;&lt;br /&gt;
   &amp;lt;ArtDefineTag&amp;gt;ART_DEF_BUILDING_PALACE&amp;lt;/ArtDefineTag&amp;gt;&lt;br /&gt;
   &amp;lt;MovieDefineTag&amp;gt;NONE&amp;lt;/MovieDefineTag&amp;gt;&lt;br /&gt;
   &amp;lt;HolyCity&amp;gt;NONE&amp;lt;/HolyCity&amp;gt;&lt;br /&gt;
   &amp;lt;ReligionType&amp;gt;NONE&amp;lt;/ReligionType&amp;gt;&lt;br /&gt;
   &amp;lt;StateReligion&amp;gt;NONE&amp;lt;/StateReligion&amp;gt;&lt;br /&gt;
   &amp;lt;bStateReligion&amp;gt;0&amp;lt;/bStateReligion&amp;gt;&lt;br /&gt;
   &amp;lt;PrereqReligion&amp;gt;NONE&amp;lt;/PrereqReligion&amp;gt;&lt;br /&gt;
   &amp;lt;PrereqCorporation&amp;gt;NONE&amp;lt;/PrereqCorporation&amp;gt;&lt;br /&gt;
   &amp;lt;FoundsCorporation&amp;gt;NONE&amp;lt;/FoundsCorporation&amp;gt;&lt;br /&gt;
   &amp;lt;GlobalReligionCommerce&amp;gt;NONE&amp;lt;/GlobalReligionCommerce&amp;gt;&lt;br /&gt;
   &amp;lt;GlobalCorporationCommerce&amp;gt;NONE&amp;lt;/GlobalCorporationCommerce&amp;gt;&lt;br /&gt;
   &amp;lt;VictoryPrereq&amp;gt;NONE&amp;lt;/VictoryPrereq&amp;gt;&lt;br /&gt;
   &amp;lt;FreeStartEra&amp;gt;NONE&amp;lt;/FreeStartEra&amp;gt;&lt;br /&gt;
   &amp;lt;MaxStartEra&amp;gt;NONE&amp;lt;/MaxStartEra&amp;gt;&lt;br /&gt;
   &amp;lt;ObsoleteTech&amp;gt;NONE&amp;lt;/ObsoleteTech&amp;gt;&lt;br /&gt;
   &amp;lt;PrereqTech&amp;gt;NONE&amp;lt;/PrereqTech&amp;gt;&lt;br /&gt;
   &amp;lt;TechTypes/&amp;gt;&lt;br /&gt;
   &amp;lt;Bonus&amp;gt;NONE&amp;lt;/Bonus&amp;gt;&lt;br /&gt;
   &amp;lt;PrereqBonuses/&amp;gt;&lt;br /&gt;
   &amp;lt;ProductionTraits/&amp;gt;&lt;br /&gt;
   &amp;lt;HappinessTraits/&amp;gt;&lt;br /&gt;
   &amp;lt;NoBonus&amp;gt;NONE&amp;lt;/NoBonus&amp;gt;&lt;br /&gt;
   &amp;lt;PowerBonus&amp;gt;NONE&amp;lt;/PowerBonus&amp;gt;&lt;br /&gt;
   &amp;lt;FreeBonus&amp;gt;NONE&amp;lt;/FreeBonus&amp;gt;&lt;br /&gt;
   &amp;lt;iNumFreeBonuses&amp;gt;0&amp;lt;/iNumFreeBonuses&amp;gt;&lt;br /&gt;
   &amp;lt;FreeBuilding&amp;gt;NONE&amp;lt;/FreeBuilding&amp;gt;&lt;br /&gt;
   &amp;lt;FreePromotion&amp;gt;NONE&amp;lt;/FreePromotion&amp;gt;&lt;br /&gt;
   &amp;lt;CivicOption&amp;gt;NONE&amp;lt;/CivicOption&amp;gt;&lt;br /&gt;
   &amp;lt;GreatPeopleUnitClass&amp;gt;NONE&amp;lt;/GreatPeopleUnitClass&amp;gt;&lt;br /&gt;
   &amp;lt;iGreatPeopleRateChange&amp;gt;0&amp;lt;/iGreatPeopleRateChange&amp;gt;&lt;br /&gt;
   &amp;lt;iHurryAngerModifier&amp;gt;0&amp;lt;/iHurryAngerModifier&amp;gt;&lt;br /&gt;
   &amp;lt;bBorderObstacle&amp;gt;0&amp;lt;/bBorderObstacle&amp;gt;&lt;br /&gt;
   &amp;lt;bTeamShare&amp;gt;0&amp;lt;/bTeamShare&amp;gt;&lt;br /&gt;
   &amp;lt;bWater&amp;gt;0&amp;lt;/bWater&amp;gt;&lt;br /&gt;
   &amp;lt;bRiver&amp;gt;0&amp;lt;/bRiver&amp;gt;&lt;br /&gt;
   &amp;lt;bPower&amp;gt;0&amp;lt;/bPower&amp;gt;&lt;br /&gt;
   &amp;lt;bDirtyPower&amp;gt;0&amp;lt;/bDirtyPower&amp;gt;&lt;br /&gt;
   &amp;lt;bAreaCleanPower&amp;gt;0&amp;lt;/bAreaCleanPower&amp;gt;&lt;br /&gt;
   &amp;lt;DiploVoteType&amp;gt;NONE&amp;lt;/DiploVoteType&amp;gt;&lt;br /&gt;
   &amp;lt;bForceTeamVoteEligible&amp;gt;0&amp;lt;/bForceTeamVoteEligible&amp;gt;&lt;br /&gt;
   &amp;lt;bCapital&amp;gt;1&amp;lt;/bCapital&amp;gt;&lt;br /&gt;
   &amp;lt;bGovernmentCenter&amp;gt;1&amp;lt;/bGovernmentCenter&amp;gt;&lt;br /&gt;
   &amp;lt;bGoldenAge&amp;gt;0&amp;lt;/bGoldenAge&amp;gt;&lt;br /&gt;
   &amp;lt;bAllowsNukes&amp;gt;0&amp;lt;/bAllowsNukes&amp;gt;&lt;br /&gt;
   &amp;lt;bMapCentering&amp;gt;0&amp;lt;/bMapCentering&amp;gt;&lt;br /&gt;
   &amp;lt;bNoUnhappiness&amp;gt;0&amp;lt;/bNoUnhappiness&amp;gt;&lt;br /&gt;
   &amp;lt;bNoUnhealthyPopulation&amp;gt;0&amp;lt;/bNoUnhealthyPopulation&amp;gt;&lt;br /&gt;
   &amp;lt;bBuildingOnlyHealthy&amp;gt;0&amp;lt;/bBuildingOnlyHealthy&amp;gt;&lt;br /&gt;
   &amp;lt;bNeverCapture&amp;gt;0&amp;lt;/bNeverCapture&amp;gt;&lt;br /&gt;
   &amp;lt;bNukeImmune&amp;gt;1&amp;lt;/bNukeImmune&amp;gt;&lt;br /&gt;
   &amp;lt;bPrereqReligion&amp;gt;0&amp;lt;/bPrereqReligion&amp;gt;&lt;br /&gt;
   &amp;lt;bCenterInCity&amp;gt;0&amp;lt;/bCenterInCity&amp;gt;&lt;br /&gt;
   &amp;lt;iAIWeight&amp;gt;0&amp;lt;/iAIWeight&amp;gt;&lt;br /&gt;
   &amp;lt;iCost&amp;gt;160&amp;lt;/iCost&amp;gt;&lt;br /&gt;
   &amp;lt;iHurryCostModifier&amp;gt;50&amp;lt;/iHurryCostModifier&amp;gt;&lt;br /&gt;
   &amp;lt;iAdvancedStartCost&amp;gt;-1&amp;lt;/iAdvancedStartCost&amp;gt;&lt;br /&gt;
   &amp;lt;iAdvancedStartCostIncrease&amp;gt;0&amp;lt;/iAdvancedStartCostIncrease&amp;gt;&lt;br /&gt;
   &amp;lt;iMinAreaSize&amp;gt;-1&amp;lt;/iMinAreaSize&amp;gt;&lt;br /&gt;
   &amp;lt;iConquestProb&amp;gt;0&amp;lt;/iConquestProb&amp;gt;&lt;br /&gt;
   &amp;lt;iCitiesPrereq&amp;gt;4&amp;lt;/iCitiesPrereq&amp;gt;&lt;br /&gt;
   &amp;lt;iTeamsPrereq&amp;gt;0&amp;lt;/iTeamsPrereq&amp;gt;&lt;br /&gt;
   &amp;lt;iLevelPrereq&amp;gt;0&amp;lt;/iLevelPrereq&amp;gt;&lt;br /&gt;
   &amp;lt;iMinLatitude&amp;gt;0&amp;lt;/iMinLatitude&amp;gt;&lt;br /&gt;
   &amp;lt;iMaxLatitude&amp;gt;90&amp;lt;/iMaxLatitude&amp;gt;&lt;br /&gt;
   &amp;lt;iGreatPeopleRateModifier&amp;gt;0&amp;lt;/iGreatPeopleRateModifier&amp;gt;&lt;br /&gt;
   &amp;lt;iGreatGeneralRateModifier&amp;gt;0&amp;lt;/iGreatGeneralRateModifier&amp;gt;&lt;br /&gt;
   &amp;lt;iDomesticGreatGeneralRateModifier&amp;gt;0&amp;lt;/iDomesticGreatGeneralRateModifier&amp;gt;&lt;br /&gt;
   &amp;lt;iGlobalGreatPeopleRateModifier&amp;gt;0&amp;lt;/iGlobalGreatPeopleRateModifier&amp;gt;&lt;br /&gt;
   &amp;lt;iAnarchyModifier&amp;gt;0&amp;lt;/iAnarchyModifier&amp;gt;&lt;br /&gt;
   &amp;lt;iGoldenAgeModifier&amp;gt;0&amp;lt;/iGoldenAgeModifier&amp;gt;&lt;br /&gt;
   &amp;lt;iGlobalHurryModifier&amp;gt;0&amp;lt;/iGlobalHurryModifier&amp;gt;&lt;br /&gt;
   &amp;lt;iExperience&amp;gt;0&amp;lt;/iExperience&amp;gt;&lt;br /&gt;
   &amp;lt;iGlobalExperience&amp;gt;0&amp;lt;/iGlobalExperience&amp;gt;&lt;br /&gt;
   &amp;lt;iFoodKept&amp;gt;0&amp;lt;/iFoodKept&amp;gt;&lt;br /&gt;
   &amp;lt;iAirlift&amp;gt;0&amp;lt;/iAirlift&amp;gt;&lt;br /&gt;
   &amp;lt;iAirModifier&amp;gt;0&amp;lt;/iAirModifier&amp;gt;&lt;br /&gt;
   &amp;lt;iAirUnitCapacity&amp;gt;0&amp;lt;/iAirUnitCapacity&amp;gt;&lt;br /&gt;
   &amp;lt;iNukeModifier&amp;gt;0&amp;lt;/iNukeModifier&amp;gt;&lt;br /&gt;
   &amp;lt;iNukeExplosionRand&amp;gt;0&amp;lt;/iNukeExplosionRand&amp;gt;&lt;br /&gt;
   &amp;lt;iFreeSpecialist&amp;gt;0&amp;lt;/iFreeSpecialist&amp;gt;&lt;br /&gt;
   &amp;lt;iAreaFreeSpecialist&amp;gt;0&amp;lt;/iAreaFreeSpecialist&amp;gt;&lt;br /&gt;
   &amp;lt;iGlobalFreeSpecialist&amp;gt;0&amp;lt;/iGlobalFreeSpecialist&amp;gt;&lt;br /&gt;
   &amp;lt;iMaintenanceModifier&amp;gt;0&amp;lt;/iMaintenanceModifier&amp;gt;&lt;br /&gt;
   &amp;lt;iWarWearinessModifier&amp;gt;0&amp;lt;/iWarWearinessModifier&amp;gt;&lt;br /&gt;
   &amp;lt;iGlobalWarWearinessModifier&amp;gt;0&amp;lt;/iGlobalWarWearinessModifier&amp;gt;&lt;br /&gt;
   &amp;lt;iEnemyWarWearinessModifier&amp;gt;0&amp;lt;/iEnemyWarWearinessModifier&amp;gt;&lt;br /&gt;
   &amp;lt;iHealRateChange&amp;gt;0&amp;lt;/iHealRateChange&amp;gt;&lt;br /&gt;
   &amp;lt;iHealth&amp;gt;0&amp;lt;/iHealth&amp;gt;&lt;br /&gt;
   &amp;lt;iAreaHealth&amp;gt;0&amp;lt;/iAreaHealth&amp;gt;&lt;br /&gt;
   &amp;lt;iGlobalHealth&amp;gt;0&amp;lt;/iGlobalHealth&amp;gt;&lt;br /&gt;
   &amp;lt;iHappiness&amp;gt;1&amp;lt;/iHappiness&amp;gt;&lt;br /&gt;
   &amp;lt;iAreaHappiness&amp;gt;0&amp;lt;/iAreaHappiness&amp;gt;&lt;br /&gt;
   &amp;lt;iGlobalHappiness&amp;gt;0&amp;lt;/iGlobalHappiness&amp;gt;&lt;br /&gt;
   &amp;lt;iStateReligionHappiness&amp;gt;0&amp;lt;/iStateReligionHappiness&amp;gt;&lt;br /&gt;
   &amp;lt;iWorkerSpeedModifier&amp;gt;0&amp;lt;/iWorkerSpeedModifier&amp;gt;&lt;br /&gt;
   &amp;lt;iMilitaryProductionModifier&amp;gt;0&amp;lt;/iMilitaryProductionModifier&amp;gt;&lt;br /&gt;
   &amp;lt;iSpaceProductionModifier&amp;gt;0&amp;lt;/iSpaceProductionModifier&amp;gt;&lt;br /&gt;
   &amp;lt;iGlobalSpaceProductionModifier&amp;gt;0&amp;lt;/iGlobalSpaceProductionModifier&amp;gt;&lt;br /&gt;
   &amp;lt;iTradeRoutes&amp;gt;0&amp;lt;/iTradeRoutes&amp;gt;&lt;br /&gt;
   &amp;lt;iCoastalTradeRoutes&amp;gt;0&amp;lt;/iCoastalTradeRoutes&amp;gt;&lt;br /&gt;
   &amp;lt;iGlobalTradeRoutes&amp;gt;0&amp;lt;/iGlobalTradeRoutes&amp;gt;&lt;br /&gt;
   &amp;lt;iTradeRouteModifier&amp;gt;0&amp;lt;/iTradeRouteModifier&amp;gt;&lt;br /&gt;
   &amp;lt;iForeignTradeRouteModifier&amp;gt;0&amp;lt;/iForeignTradeRouteModifier&amp;gt;&lt;br /&gt;
   &amp;lt;iGlobalPopulationChange&amp;gt;0&amp;lt;/iGlobalPopulationChange&amp;gt;&lt;br /&gt;
   &amp;lt;iFreeTechs&amp;gt;0&amp;lt;/iFreeTechs&amp;gt;&lt;br /&gt;
   &amp;lt;iDefense&amp;gt;0&amp;lt;/iDefense&amp;gt;&lt;br /&gt;
   &amp;lt;iBombardDefense&amp;gt;0&amp;lt;/iBombardDefense&amp;gt;&lt;br /&gt;
   &amp;lt;iAllCityDefense&amp;gt;0&amp;lt;/iAllCityDefense&amp;gt;&lt;br /&gt;
   &amp;lt;iEspionageDefense&amp;gt;0&amp;lt;/iEspionageDefense&amp;gt;&lt;br /&gt;
   &amp;lt;iAsset&amp;gt;0&amp;lt;/iAsset&amp;gt;&lt;br /&gt;
   &amp;lt;iPower&amp;gt;0&amp;lt;/iPower&amp;gt;&lt;br /&gt;
   &amp;lt;fVisibilityPriority&amp;gt;10000.0&amp;lt;/fVisibilityPriority&amp;gt;&lt;br /&gt;
   &amp;lt;SeaPlotYieldChanges/&amp;gt;&lt;br /&gt;
   &amp;lt;RiverPlotYieldChanges/&amp;gt;&lt;br /&gt;
   &amp;lt;GlobalSeaPlotYieldChanges/&amp;gt;&lt;br /&gt;
   &amp;lt;YieldChanges&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;iYield&amp;gt;8&amp;lt;/iYield&amp;gt;&lt;br /&gt;
   &amp;lt;/YieldChanges&amp;gt;&lt;br /&gt;
   &amp;lt;CommerceChanges&amp;gt;&lt;br /&gt;
    &amp;lt;iCommerce&amp;gt;0&amp;lt;/iCommerce&amp;gt;&lt;br /&gt;
    &amp;lt;iCommerce&amp;gt;0&amp;lt;/iCommerce&amp;gt;&lt;br /&gt;
    &amp;lt;iCommerce&amp;gt;0&amp;lt;/iCommerce&amp;gt;&lt;br /&gt;
    &amp;lt;iCommerce&amp;gt;4&amp;lt;/iCommerce&amp;gt;&lt;br /&gt;
   &amp;lt;/CommerceChanges&amp;gt;&lt;br /&gt;
   &amp;lt;ObsoleteSafeCommerceChanges&amp;gt;&lt;br /&gt;
    &amp;lt;iCommerce&amp;gt;0&amp;lt;/iCommerce&amp;gt;&lt;br /&gt;
    &amp;lt;iCommerce&amp;gt;0&amp;lt;/iCommerce&amp;gt;&lt;br /&gt;
    &amp;lt;iCommerce&amp;gt;2&amp;lt;/iCommerce&amp;gt;&lt;br /&gt;
   &amp;lt;/ObsoleteSafeCommerceChanges&amp;gt;&lt;br /&gt;
   &amp;lt;CommerceChangeDoubleTimes/&amp;gt;&lt;br /&gt;
   &amp;lt;CommerceModifiers/&amp;gt;&lt;br /&gt;
   &amp;lt;GlobalCommerceModifiers/&amp;gt;&lt;br /&gt;
   &amp;lt;SpecialistExtraCommerces/&amp;gt;&lt;br /&gt;
   &amp;lt;StateReligionCommerces/&amp;gt;&lt;br /&gt;
   &amp;lt;CommerceHappinesses/&amp;gt;&lt;br /&gt;
   &amp;lt;ReligionChanges/&amp;gt;&lt;br /&gt;
   &amp;lt;SpecialistCounts/&amp;gt;&lt;br /&gt;
   &amp;lt;FreeSpecialistCounts/&amp;gt;&lt;br /&gt;
   &amp;lt;CommerceFlexibles/&amp;gt;&lt;br /&gt;
   &amp;lt;CommerceChangeOriginalOwners/&amp;gt;&lt;br /&gt;
   &amp;lt;ConstructSound/&amp;gt;&lt;br /&gt;
   &amp;lt;BonusHealthChanges/&amp;gt;&lt;br /&gt;
   &amp;lt;BonusHappinessChanges/&amp;gt;&lt;br /&gt;
   &amp;lt;BonusProductionModifiers/&amp;gt;&lt;br /&gt;
   &amp;lt;UnitCombatFreeExperiences/&amp;gt;&lt;br /&gt;
   &amp;lt;DomainFreeExperiences/&amp;gt;&lt;br /&gt;
   &amp;lt;DomainProductionModifiers/&amp;gt;&lt;br /&gt;
   &amp;lt;BuildingHappinessChanges/&amp;gt;&lt;br /&gt;
   &amp;lt;PrereqBuildingClasses/&amp;gt;&lt;br /&gt;
   &amp;lt;BuildingClassNeededs/&amp;gt;&lt;br /&gt;
   &amp;lt;SpecialistYieldChanges/&amp;gt;&lt;br /&gt;
   &amp;lt;BonusYieldModifiers/&amp;gt;&lt;br /&gt;
   &amp;lt;ImprovementFreeSpecialists/&amp;gt;&lt;br /&gt;
   &amp;lt;Flavors/&amp;gt;&lt;br /&gt;
   &amp;lt;HotKey/&amp;gt;&lt;br /&gt;
   &amp;lt;bAltDown&amp;gt;0&amp;lt;/bAltDown&amp;gt;&lt;br /&gt;
   &amp;lt;bShiftDown&amp;gt;0&amp;lt;/bShiftDown&amp;gt;&lt;br /&gt;
   &amp;lt;bCtrlDown&amp;gt;0&amp;lt;/bCtrlDown&amp;gt;&lt;br /&gt;
   &amp;lt;iHotKeyPriority&amp;gt;0&amp;lt;/iHotKeyPriority&amp;gt;&lt;br /&gt;
  &amp;lt;/BuildingInfo&amp;gt;&lt;br /&gt;
 &amp;lt;/BuildingInfos&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Civ4_XML_Files}}&lt;/div&gt;</summary>
		<author><name>Afforess</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Civ4BonusInfos&amp;diff=713</id>
		<title>Civ4BonusInfos</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Civ4BonusInfos&amp;diff=713"/>
		<updated>2009-07-23T22:00:23Z</updated>

		<summary type="html">&lt;p&gt;Afforess: Created page with &amp;#039;The &amp;#039;&amp;#039;&amp;#039;Civ4BonusInfos&amp;#039;&amp;#039;&amp;#039; file defines all of the game&amp;#039;s resources as well as their effects, like providing extra health and happiness.  All tags must be opened and closed; the fi...&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Civ4BonusInfos&#039;&#039;&#039; file defines all of the game&#039;s resources as well as their effects, like providing extra health and happiness.&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 Resource. &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 Building.&lt;br /&gt;
|-&lt;br /&gt;
!BonusClassType&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!ArtDefineTag&lt;br /&gt;
|Refers to a tag in the Civ4ArtDefines Bonus files&lt;br /&gt;
|-&lt;br /&gt;
!TechReveal&lt;br /&gt;
|States which technology enables the resource.&lt;br /&gt;
|-&lt;br /&gt;
!TechCityTrade&lt;br /&gt;
|The technology that enables the trading of this resource.&lt;br /&gt;
|-&lt;br /&gt;
!TechObsolete &lt;br /&gt;
|The technology that obsoletes the resource&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;
!iAITradeModifier &lt;br /&gt;
|The number defines how much the AI values the resource, the higher the number, the more the value.&lt;br /&gt;
|-&lt;br /&gt;
!iAIObjective&lt;br /&gt;
|Unknown, the value is 0 for all resources&lt;br /&gt;
|-&lt;br /&gt;
!iHealth&lt;br /&gt;
|change in healthiness the resource provides&lt;br /&gt;
|-&lt;br /&gt;
!iHappiness&lt;br /&gt;
|change in healthiness the resource provides&lt;br /&gt;
|-&lt;br /&gt;
!iPlacementOrder&lt;br /&gt;
|How many of the resource are placed on the map, (-1 places none, higher numbers place more)&lt;br /&gt;
|-&lt;br /&gt;
!iConstAppearance&lt;br /&gt;
|The chance that the resource will be placed on the map&lt;br /&gt;
|-&lt;br /&gt;
!iMinAreaSize&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!iMinLatitude&lt;br /&gt;
|Minimum distance from equator.&lt;br /&gt;
|-&lt;br /&gt;
!iMaxLatitude&lt;br /&gt;
|Maximum distance from equator.&lt;br /&gt;
|-&lt;br /&gt;
!iPlayer&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!iTilesPer&lt;br /&gt;
|Unknown - (Perhaps the minimum tiles that the resource must occupy)&lt;br /&gt;
|-&lt;br /&gt;
!iMinLandPercent&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!iUnique&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!iGroupRange&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!iGroupRand&lt;br /&gt;
|Unknown&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;
!bArea&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!bHills&lt;br /&gt;
|If the resource may appear only on hills.&lt;br /&gt;
|-&lt;br /&gt;
!bFlatlands&lt;br /&gt;
|If the resource may appear only on flat land.&lt;br /&gt;
|-&lt;br /&gt;
!bNoRiverSide&lt;br /&gt;
|If the resource can not appear next to a river&lt;br /&gt;
|-&lt;br /&gt;
!bNormalize &lt;br /&gt;
|Unknown&lt;br /&gt;
|-&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;
!Rands&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!YieldChanges &lt;br /&gt;
|Defines the change in city yield, using iYield.  There are three iYield tags: the first is for food per turn change, the second for hammers per turn, and the third for commerce per turn (e.g. the Palace provides 8 free commerce per turn).&lt;br /&gt;
|-&lt;br /&gt;
!TerrainBooleans&lt;br /&gt;
|Defines which terrain types the resource may appear on. &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;BonusInfos&amp;gt;&lt;br /&gt;
 &amp;lt;BonusInfo&amp;gt;&lt;br /&gt;
   &amp;lt;Type&amp;gt;BONUS_HORSE&amp;lt;/Type&amp;gt;&lt;br /&gt;
   &amp;lt;Description&amp;gt;TXT_KEY_BONUS_HORSE&amp;lt;/Description&amp;gt;&lt;br /&gt;
   &amp;lt;Civilopedia&amp;gt;TXT_KEY_BONUS_HORSE_PEDIA&amp;lt;/Civilopedia&amp;gt;&lt;br /&gt;
   &amp;lt;BonusClassType&amp;gt;BONUSCLASS_RUSH&amp;lt;/BonusClassType&amp;gt;&lt;br /&gt;
   &amp;lt;ArtDefineTag&amp;gt;ART_DEF_BONUS_HORSE&amp;lt;/ArtDefineTag&amp;gt;&lt;br /&gt;
   &amp;lt;TechReveal&amp;gt;TECH_ANIMAL_HUSBANDRY&amp;lt;/TechReveal&amp;gt;&lt;br /&gt;
   &amp;lt;TechCityTrade&amp;gt;TECH_ANIMAL_HUSBANDRY&amp;lt;/TechCityTrade&amp;gt;&lt;br /&gt;
   &amp;lt;TechObsolete&amp;gt;NONE&amp;lt;/TechObsolete&amp;gt;&lt;br /&gt;
   &amp;lt;YieldChanges&amp;gt;&lt;br /&gt;
    &amp;lt;iYieldChange&amp;gt;0&amp;lt;/iYieldChange&amp;gt;&lt;br /&gt;
    &amp;lt;iYieldChange&amp;gt;1&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;iAITradeModifier&amp;gt;0&amp;lt;/iAITradeModifier&amp;gt;&lt;br /&gt;
   &amp;lt;iAIObjective&amp;gt;0&amp;lt;/iAIObjective&amp;gt;&lt;br /&gt;
   &amp;lt;iHealth&amp;gt;0&amp;lt;/iHealth&amp;gt;&lt;br /&gt;
   &amp;lt;iHappiness&amp;gt;0&amp;lt;/iHappiness&amp;gt;&lt;br /&gt;
   &amp;lt;iPlacementOrder&amp;gt;1&amp;lt;/iPlacementOrder&amp;gt;&lt;br /&gt;
   &amp;lt;iConstAppearance&amp;gt;100&amp;lt;/iConstAppearance&amp;gt;&lt;br /&gt;
   &amp;lt;iMinAreaSize&amp;gt;3&amp;lt;/iMinAreaSize&amp;gt;&lt;br /&gt;
   &amp;lt;iMinLatitude&amp;gt;0&amp;lt;/iMinLatitude&amp;gt;&lt;br /&gt;
   &amp;lt;iMaxLatitude&amp;gt;80&amp;lt;/iMaxLatitude&amp;gt;&lt;br /&gt;
   &amp;lt;Rands&amp;gt;&lt;br /&gt;
    &amp;lt;iRandApp1&amp;gt;10&amp;lt;/iRandApp1&amp;gt;&lt;br /&gt;
    &amp;lt;iRandApp2&amp;gt;10&amp;lt;/iRandApp2&amp;gt;&lt;br /&gt;
    &amp;lt;iRandApp3&amp;gt;0&amp;lt;/iRandApp3&amp;gt;&lt;br /&gt;
    &amp;lt;iRandApp4&amp;gt;0&amp;lt;/iRandApp4&amp;gt;&lt;br /&gt;
   &amp;lt;/Rands&amp;gt;&lt;br /&gt;
   &amp;lt;iPlayer&amp;gt;100&amp;lt;/iPlayer&amp;gt;&lt;br /&gt;
   &amp;lt;iTilesPer&amp;gt;256&amp;lt;/iTilesPer&amp;gt;&lt;br /&gt;
   &amp;lt;iMinLandPercent&amp;gt;0&amp;lt;/iMinLandPercent&amp;gt;&lt;br /&gt;
   &amp;lt;iUnique&amp;gt;6&amp;lt;/iUnique&amp;gt;&lt;br /&gt;
   &amp;lt;iGroupRange&amp;gt;0&amp;lt;/iGroupRange&amp;gt;&lt;br /&gt;
   &amp;lt;iGroupRand&amp;gt;0&amp;lt;/iGroupRand&amp;gt;&lt;br /&gt;
   &amp;lt;bArea&amp;gt;0&amp;lt;/bArea&amp;gt;&lt;br /&gt;
   &amp;lt;bHills&amp;gt;0&amp;lt;/bHills&amp;gt;&lt;br /&gt;
   &amp;lt;bFlatlands&amp;gt;1&amp;lt;/bFlatlands&amp;gt;&lt;br /&gt;
   &amp;lt;bNoRiverSide&amp;gt;1&amp;lt;/bNoRiverSide&amp;gt;&lt;br /&gt;
   &amp;lt;bNormalize&amp;gt;0&amp;lt;/bNormalize&amp;gt;&lt;br /&gt;
   &amp;lt;TerrainBooleans&amp;gt;&lt;br /&gt;
    &amp;lt;TerrainBoolean&amp;gt;&lt;br /&gt;
     &amp;lt;TerrainType&amp;gt;TERRAIN_GRASS&amp;lt;/TerrainType&amp;gt;&lt;br /&gt;
      &amp;lt;bTerrain&amp;gt;1&amp;lt;/bTerrain&amp;gt;&lt;br /&gt;
     &amp;lt;/TerrainBoolean&amp;gt;&lt;br /&gt;
     &amp;lt;TerrainBoolean&amp;gt;&lt;br /&gt;
      &amp;lt;TerrainType&amp;gt;TERRAIN_PLAINS&amp;lt;/TerrainType&amp;gt;&lt;br /&gt;
      &amp;lt;bTerrain&amp;gt;1&amp;lt;/bTerrain&amp;gt;&lt;br /&gt;
    &amp;lt;/TerrainBoolean&amp;gt;&lt;br /&gt;
    &amp;lt;TerrainBoolean&amp;gt;&lt;br /&gt;
     &amp;lt;TerrainType&amp;gt;TERRAIN_TUNDRA&amp;lt;/TerrainType&amp;gt;&lt;br /&gt;
     &amp;lt;bTerrain&amp;gt;1&amp;lt;/bTerrain&amp;gt;&lt;br /&gt;
    &amp;lt;/TerrainBoolean&amp;gt;&lt;br /&gt;
    &amp;lt;/TerrainBooleans&amp;gt;&lt;br /&gt;
   &amp;lt;FeatureBooleans/&amp;gt;&lt;br /&gt;
   &amp;lt;FeatureTerrainBooleans/&amp;gt;&lt;br /&gt;
 &amp;lt;/BonusInfo&amp;gt;&lt;br /&gt;
&amp;lt;/BonusInfos&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Civ4_XML_Files}}&lt;/div&gt;</summary>
		<author><name>Afforess</name></author>
	</entry>
</feed>