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	<updated>2026-04-21T00:21:02Z</updated>
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	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Civ4BonusInfos&amp;diff=9493</id>
		<title>Civ4BonusInfos</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Civ4BonusInfos&amp;diff=9493"/>
		<updated>2012-04-11T20:53:46Z</updated>

		<summary type="html">&lt;p&gt;ExCx: &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;
|Used to specify the category of the bonus. Must be a name coming from the file &amp;quot;Civ4BonusClassInfos&amp;quot; where a frequency for each bonus class can be stated.&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;
===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 happyness the resource provides&lt;br /&gt;
|-&lt;br /&gt;
!iPlacementOrder&lt;br /&gt;
|The order in which bonuses are placed, starting at zero and counting up. All of the zero resources will be placed before proceed to those with iPlacementOrder 1 and so on. If after the higher priority bonuses are placed there are no available squares left, then none of the lower priority bonuses will actually appear.&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;
|Minimum needed size of island or continent to make appear the resource&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;
|Approximate occurances per player, in percent (%), so 150 is about 1.5 per player.&lt;br /&gt;
|-&lt;br /&gt;
!iTilesPer&lt;br /&gt;
|The fixed number of additional occurances per x tiles, so 120 would mean an additional occurance every 120 tiles existing on the map.&lt;br /&gt;
|-&lt;br /&gt;
!iMinLandPercent&lt;br /&gt;
|If a resource can be on land and ocean, this is percantage that will be located on land.&lt;br /&gt;
|-&lt;br /&gt;
!iUnique&lt;br /&gt;
|This is the range in tiles that this resource will be unique, all tiles within this radius are invalid for another resource. &lt;br /&gt;
|-&lt;br /&gt;
!iGroupRange&lt;br /&gt;
|If non-zero, every time this resource is placed, all tiles within iGroupRange radius have a iGroupRand chance to have this resource.&lt;br /&gt;
|-&lt;br /&gt;
!iGroupRand&lt;br /&gt;
|If iGroupRange is non-zero, this is the percentage chance that each tile within iGroupRange radius will contain that resource.&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;
|if this is set and the map has more than one continent this resource will only be placed on one continent instead of all possible.&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;
|means it is used for starting location normalization (extra resources that are added to even out starting locations)&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>ExCx</name></author>
	</entry>
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