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	<id>https://modiki.civfanatics.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Fulano</id>
	<title>Civilization Modding Wiki - User contributions [en]</title>
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	<updated>2026-06-11T07:01:29Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Talk:Civ4PromotionInfos&amp;diff=1578</id>
		<title>Talk:Civ4PromotionInfos</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Talk:Civ4PromotionInfos&amp;diff=1578"/>
		<updated>2010-03-11T16:43:21Z</updated>

		<summary type="html">&lt;p&gt;Fulano: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Do the intercept/collateral promotions actually prevent you from acquiring the promotion?  My understanding is that collateral will just give no benefit if unit&#039;s don&#039;t do collateral damage, and I imagine interception works the same way.  --[[User:Deanej|Deanej]] 14:30, 11 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
The promotions that give collateral damage or increase intercept percent do not show up for a unit unless the unit starts with the ability.  I have tested it myself after I read other people talking about it.  It was a problem we had in the MoO2Civ mod because the torpedoes promotion increased collateral damage but it didn&#039;t actually show up because none of the ships caused collateral to start with.  ~Fulano, 11 March 2010&lt;/div&gt;</summary>
		<author><name>Fulano</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Civ4UnitInfos&amp;diff=1576</id>
		<title>Civ4UnitInfos</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Civ4UnitInfos&amp;diff=1576"/>
		<updated>2010-03-11T03:24:49Z</updated>

		<summary type="html">&lt;p&gt;Fulano: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Civ4UnitInfos&#039;&#039;&#039; XML file controls data related to individual units: for example, a unit&#039;s strength value or production cost.  There are also more detailed options, affecting things like transport capabilities, prerequisites, and other complex features.&lt;br /&gt;
&lt;br /&gt;
All tags must be opened and closed; the first is the &#039;open&#039;, the second the &#039;closed&#039; tag. If nothing goes inside a &#039;list tag&#039;, 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;
! Capture&lt;br /&gt;
| Either NONE, or the unit which the unit turns into when captured.&lt;br /&gt;
|-&lt;br /&gt;
! Class&lt;br /&gt;
| The class as defined in CIV4UnitClassInfos.xml. Class is the thing that holds, say, a Swordsman and a Praetorian together; each civilization can only have one of each class.&lt;br /&gt;
|-&lt;br /&gt;
! Combat&lt;br /&gt;
| The combat type, out of UNITCOMBAT_MELEE, UNITCOMBAT_ARCHER, UNITCOMBAT_MOUNTED, UNITCOMBAT_GUN, UNITCOMBAT_SIEGE, UNITCOMBAT_NAVAL, UNITCOMBAT_AIR and UNITCOMBAT_HELICOPTER of the unit - used to determine bonuses in combat &amp;amp; defense.&lt;br /&gt;
|-&lt;br /&gt;
! Domain&lt;br /&gt;
| DOMAIN_ - then AIR, SEA or LAND.&lt;br /&gt;
|-&lt;br /&gt;
! DefaultUnitAI&lt;br /&gt;
| The default way in which the AI uses the unit.&lt;br /&gt;
|-&lt;br /&gt;
! Invisible&lt;br /&gt;
| Either NONE (either meaning not invisible or completely invisible, see below) or INVISIBLE_STEALTH or INVISIBLE_SUBMARINE.&lt;br /&gt;
|-&lt;br /&gt;
! SeeInvisible&lt;br /&gt;
| Either NONE or a category of invisibility above. Means that the unit can see all units with this type of invisibility.&lt;br /&gt;
|-&lt;br /&gt;
! Special&lt;br /&gt;
| Should be NONE unless it comes under a heading in CIV4SpecialUnitInfos.xml; in which case write that.&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
| The name of the unit; which must be unique.&lt;br /&gt;
|-&lt;br /&gt;
! UnitInfo&lt;br /&gt;
| Each different unit&#039;s data is enclosed in a seperate tag like this.&lt;br /&gt;
|-&lt;br /&gt;
! UnitInfos&lt;br /&gt;
| This begins and ends the file. Everything must go in between these two, or it will not work.&lt;br /&gt;
|-&lt;br /&gt;
! UniqueNames&lt;br /&gt;
| Can be used to make the same unit have seperate names. kinda the same as cities. Can either contain text or a text tag&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Prerequisites ===&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;
! AdvancedStartCost&lt;br /&gt;
| The cost in points of the unit on Advanced Start.&lt;br /&gt;
|-&lt;br /&gt;
! AdvancedStartCostIncrease&lt;br /&gt;
| Affects the cost in points of the unit on Advanced Start.&lt;br /&gt;
|-&lt;br /&gt;
! BonusType&lt;br /&gt;
| The resource needed to build this unit.&lt;br /&gt;
|-&lt;br /&gt;
! Flavors&lt;br /&gt;
| The &#039;flavours&#039; of the unit - these relate to leader behavior in the AI.&lt;br /&gt;
|-&lt;br /&gt;
! HolyCity&lt;br /&gt;
| If not NONE, then it is the Holy City needed to build the unit.&lt;br /&gt;
|-&lt;br /&gt;
! HurryCostModifier&lt;br /&gt;
| Impacts the Gold Hurry cost of the unit.&lt;br /&gt;
|-&lt;br /&gt;
! MinAreaSize&lt;br /&gt;
| Minimal number of water squares needed nearby to build sea vessels (20 for all sea units except Work Boats).&lt;br /&gt;
|-&lt;br /&gt;
! Moves&lt;br /&gt;
| The number of movement points that the unit has.&lt;br /&gt;
|-&lt;br /&gt;
! PrereqBonuses&lt;br /&gt;
| Used as a list tag to enclose BonusType tags.&lt;br /&gt;
|-&lt;br /&gt;
! PrereqBuilding&lt;br /&gt;
| Either NONE, or the building needed in a city to build this unit.&lt;br /&gt;
|-&lt;br /&gt;
! PrereqCorporation&lt;br /&gt;
| Either NONE, or the corporation needed in a city to build this unit.&lt;br /&gt;
|-&lt;br /&gt;
! PrereqReligion&lt;br /&gt;
| Either NONE, or the religion needed in a city to build this unit.&lt;br /&gt;
|-&lt;br /&gt;
! PrereqTech&lt;br /&gt;
| Either NONE, or the technology that you need to build this unit.&lt;br /&gt;
|-&lt;br /&gt;
! ProductionTraits&lt;br /&gt;
| The leader traits which affect production of this unit, along with the value.&lt;br /&gt;
|-&lt;br /&gt;
! ReligionType&lt;br /&gt;
| For units, always NONE.&lt;br /&gt;
|-&lt;br /&gt;
! StateReligion&lt;br /&gt;
| If not NONE, the State Religion needed to build this unit.&lt;br /&gt;
|-&lt;br /&gt;
! TechTypes&lt;br /&gt;
| Used as a list tag to enclose PrereqTech tags.&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;
! Advisor&lt;br /&gt;
| Almost always ADVISOR_MILITARY; the rationale that the game gives for reccomending the unit.&lt;br /&gt;
|-&lt;br /&gt;
! Civilopedia&lt;br /&gt;
| As above for the Civiliopedia entry.&lt;br /&gt;
|-&lt;br /&gt;
! Description&lt;br /&gt;
| Either text or a key from the text files. The name displayed for the unit. &lt;br /&gt;
|-&lt;br /&gt;
! Help&lt;br /&gt;
| Optional. A text that can include some more information to display. The text is specified in any of the Assets\XML\Text files.&lt;br /&gt;
|-&lt;br /&gt;
! Strategy&lt;br /&gt;
| As above for the Sid&#039;s Tips, also displayed above the Civilopedia 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;
! iAirCombat&lt;br /&gt;
| The unit&#039;s base strength for Air Units.&lt;br /&gt;
|-&lt;br /&gt;
! iAirCombatLimit&lt;br /&gt;
| Max amount of damage (in percent) able to be inflicted on enemy units when air striking.&lt;br /&gt;
|-&lt;br /&gt;
! iAirRange&lt;br /&gt;
| The range at which an air unit it can operate or the range at which a ground unit can attack.&lt;br /&gt;
|-&lt;br /&gt;
! iAirUnitCap&lt;br /&gt;
| The number of air unit capacity slots the unit takes up -- should be 1 for most, if not all, air units.&lt;br /&gt;
|-&lt;br /&gt;
! iAIWeight &lt;br /&gt;
| The preference given by the AI to this unit, generally for Unique Units.&lt;br /&gt;
|-&lt;br /&gt;
! iAnimalCombat&lt;br /&gt;
| The percent bonus that the unit gets against Animals, in attack and defense.&lt;br /&gt;
|-&lt;br /&gt;
! iAsset&lt;br /&gt;
| Affects the AI&#039;s behaviour towards it in some way.&lt;br /&gt;
|-&lt;br /&gt;
! iBaseDiscover&lt;br /&gt;
| The rate at which the unit discovers new tiles.&lt;br /&gt;
|-&lt;br /&gt;
! iBaseHurry&lt;br /&gt;
| Amount of production in a city the unit can hurry.&lt;br /&gt;
|-&lt;br /&gt;
! iBaseTrade&lt;br /&gt;
| The basic amount of money that the unit makes from a Trade Mission.&lt;br /&gt;
|-&lt;br /&gt;
! iBombardRate&lt;br /&gt;
| The rate at which a unit Bombards a city.&lt;br /&gt;
|-&lt;br /&gt;
! iBombRate&lt;br /&gt;
| The damage that a unit does when carrying out an Air Bomb mission.&lt;br /&gt;
|-&lt;br /&gt;
! iCargo&lt;br /&gt;
| The number of units that the unit can carry.&lt;br /&gt;
|-&lt;br /&gt;
! iChanceFirstStrikes&lt;br /&gt;
| The number of First Strike Chances that the unit has.&lt;br /&gt;
|-&lt;br /&gt;
! iCityAttack&lt;br /&gt;
| The percent bonus that the unit gets when attacking cities.&lt;br /&gt;
|-&lt;br /&gt;
! iCityDefense&lt;br /&gt;
| The percent bonus that the unit gets when defending cities.&lt;br /&gt;
|-&lt;br /&gt;
! iCollateralDamage&lt;br /&gt;
| The amount of collateral damage (in percent) that the unit deals.&lt;br /&gt;
|-&lt;br /&gt;
! iCollateralDamageLimit&lt;br /&gt;
| The maximum amount of collateral damage that the unit can deal.&lt;br /&gt;
|-&lt;br /&gt;
! iCollateralDamageMaxUnits&lt;br /&gt;
| The greatest number of enemy units that the unit can inflict collateral damage on.&lt;br /&gt;
|-&lt;br /&gt;
! iConscription&lt;br /&gt;
| The number of this unit that can be drafted.&lt;br /&gt;
|-&lt;br /&gt;
! iCombat&lt;br /&gt;
| The unit&#039;s base strength.&lt;br /&gt;
|-&lt;br /&gt;
! iCombatLimit&lt;br /&gt;
| Percentage that tells how much damage a unit can give out before retreating.&lt;br /&gt;
|-&lt;br /&gt;
! iCost&lt;br /&gt;
| The cost in hammers of the unit.&lt;br /&gt;
|-&lt;br /&gt;
! iCultureGarrison&lt;br /&gt;
| The suppression value of a unit while garrisoned in a rebelling city.&lt;br /&gt;
|-&lt;br /&gt;
! iDiscoverMultiplier&lt;br /&gt;
| Affects the rate at which the unit discovers new tiles.&lt;br /&gt;
|-&lt;br /&gt;
! iDropRange&lt;br /&gt;
| The range at which the unit can &#039;jump&#039;/paradrop from a friendly city.&lt;br /&gt;
|-&lt;br /&gt;
! iEspionagePoints&lt;br /&gt;
| Used for Spy Units (ex. Great Spy) - the number of espionage points the unit can generate when infiltrating an enemy city.&lt;br /&gt;
|-&lt;br /&gt;
! iEvasionProbability&lt;br /&gt;
| For air and parachute units; the odds of evading interception.&lt;br /&gt;
|-&lt;br /&gt;
! iExtraCost&lt;br /&gt;
| Affects the upkeep (in gold per turn) of the unit; ex. a value of 1 equals +1 gold per turn cost.&lt;br /&gt;
|-&lt;br /&gt;
! iFirstStrikes&lt;br /&gt;
| The number of automatic First Strikes that the unit has.&lt;br /&gt;
|-&lt;br /&gt;
! iGreatWorkCulture&lt;br /&gt;
| The amount of culture that the unit generates with a Great Work.&lt;br /&gt;
|-&lt;br /&gt;
! iHillsAttack&lt;br /&gt;
| The percent bonus that the unit gets when attacking hills.&lt;br /&gt;
|-&lt;br /&gt;
! iHillsDefense&lt;br /&gt;
| The percent bonus that the unit gets when defending hills.&lt;br /&gt;
|-&lt;br /&gt;
! iHotKeyPriority&lt;br /&gt;
| &amp;lt;font color=red&amp;gt;Not sure what this does.&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! iHurryMultiplier&lt;br /&gt;
| Multiplier of the above.&lt;br /&gt;
|-&lt;br /&gt;
! iInterceptionProbability		&lt;br /&gt;
| The percent odds a unit has of intercepting an enemy unit within range trying to carry out an air mission.&lt;br /&gt;
|-&lt;br /&gt;
! iLeaderExperience&lt;br /&gt;
| The amount of experience this unit gives to units in the same stack when leading as a warlord; used for Great Generals.&lt;br /&gt;
|-&lt;br /&gt;
! iNukeRange&lt;br /&gt;
| The range at which the &#039;nuke&#039; can be launched - missiles only.&lt;br /&gt;
|-&lt;br /&gt;
! iOrderPriority&lt;br /&gt;
| Optional. &amp;lt;font color=red&amp;gt;Not sure what this does.&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! iPower&lt;br /&gt;
| Affects the amount that the AI factors it into the equation when determining your military power.&lt;br /&gt;
|-&lt;br /&gt;
! iTradeMultiplier&lt;br /&gt;
| Affects the amount of money that the unit makes from a Trade Mission.&lt;br /&gt;
|-&lt;br /&gt;
! iWithdrawalProb&lt;br /&gt;
| The percent withdrawal chance the unit has. Maximum Value is in GlobalDefines.xml&lt;br /&gt;
|-&lt;br /&gt;
! iWorkRate&lt;br /&gt;
| The rate at which the unit improves tiles.&lt;br /&gt;
|-&lt;br /&gt;
! iXPValueAttack&lt;br /&gt;
| The value, in Experience Points, that this unit is worth on the attack.&lt;br /&gt;
|-&lt;br /&gt;
! iXPValueDefense&lt;br /&gt;
| The value, in Experience Points, that this unit is worth on the defense.&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;
! bAltDown&lt;br /&gt;
| If 1, the hotkey for this unit must be used with Alt.&lt;br /&gt;
|-&lt;br /&gt;
! bAlwaysHostile&lt;br /&gt;
| Can attack enemy units without declaring war, and can be attacked without triggering a war. All nations treat it as an enemy unit.&lt;br /&gt;
|-&lt;br /&gt;
! bAnimal&lt;br /&gt;
| The unit is an animal; the Barbarian State controls it, it can spring from anywhere and it cannot enter cultural borders.&lt;br /&gt;
|-&lt;br /&gt;
! bCanMoveImpassible&lt;br /&gt;
| If set to 1, the unit can move through impassable terrain; ex. submarines moving through ice, helicopters moving through peaks.&lt;br /&gt;
|-&lt;br /&gt;
! bCanMoveAllTerrain&lt;br /&gt;
| Can move across all terrain.&lt;br /&gt;
|-&lt;br /&gt;
! bCounterSpy&lt;br /&gt;
| Should only be 1 in Vanilla or Warlords; can Perform Counterespionage.&lt;br /&gt;
|-&lt;br /&gt;
! bCtrlDown&lt;br /&gt;
| If 1, the hotkey for this unit must be used with Ctrl.&lt;br /&gt;
|-&lt;br /&gt;
! bDestroy&lt;br /&gt;
| Should only be 1 in Vanilla or Warlords; can Destroy Improvements.&lt;br /&gt;
|-&lt;br /&gt;
! bFirstStrikeImmune&lt;br /&gt;
| Is immune to First Strikes.&lt;br /&gt;
|-&lt;br /&gt;
! bFlatMovementCost&lt;br /&gt;
| Pays a flat movement cost to enter all terrain.&lt;br /&gt;
|-&lt;br /&gt;
! bFood&lt;br /&gt;
| The unit is produced with food as well as hammers; a city does not generate food while building this unit.&lt;br /&gt;
|-&lt;br /&gt;
! bFound&lt;br /&gt;
| Can found a city.&lt;br /&gt;
|-&lt;br /&gt;
! bGoldenAge&lt;br /&gt;
| Counts as a Great Person to start a Golden Age.&lt;br /&gt;
|-&lt;br /&gt;
! bHiddenNationality&lt;br /&gt;
| Bears no marking of nationality.&lt;br /&gt;
|-&lt;br /&gt;
! bIgnoreBuildingDefense&lt;br /&gt;
| Ignores defensive bonuses from enemy buildings, like Walls and Castles.&lt;br /&gt;
|-&lt;br /&gt;
! bIgnoreTerrainCost&lt;br /&gt;
| Ignores movement penalties from terrain.&lt;br /&gt;
|-&lt;br /&gt;
! bInvestigate&lt;br /&gt;
| Should only be 1 in Vanilla or Warlords; can Investigate City.&lt;br /&gt;
|-&lt;br /&gt;
! bInvisible&lt;br /&gt;
| Is invisible to all units.&lt;br /&gt;
|-&lt;br /&gt;
! bLineOfSight&lt;br /&gt;
| Optional. Specifies if the unit can only reveal the content in the tiles in the direction he is facing.&lt;br /&gt;
|-&lt;br /&gt;
! bMechanized&lt;br /&gt;
| Likely affects the sounds played when selecting the unit or issuing it orders (i.e. mechanical noises as opposed to human voices). &lt;br /&gt;
Used for land units in a vehicle, air units, sea units, etc.&lt;br /&gt;
|-&lt;br /&gt;
! bMilitaryHappiness&lt;br /&gt;
| Counts as a Military Unit in the eyes of the rabble; contributes to the &amp;quot;+happy for each military unit in a city&amp;quot; civic modifier.&lt;br /&gt;
|-&lt;br /&gt;
! bMilitaryProduction&lt;br /&gt;
| Counts as a military unit for production bonuses/penalties.&lt;br /&gt;
|-&lt;br /&gt;
! bMilitarySupport&lt;br /&gt;
| Costs money to maintain as part of your military, affected by Pacifism and the like.&lt;br /&gt;
|-&lt;br /&gt;
! bNoBadGoodies&lt;br /&gt;
| When this unit is entering a Tribal Village, the villagers will never be hostile.&lt;br /&gt;
|-&lt;br /&gt;
! bNoCapture&lt;br /&gt;
| This unit cannot capture cities.&lt;br /&gt;
|-&lt;br /&gt;
! bNoDefensiveBonus&lt;br /&gt;
| Does not receive defensive bonuses.&lt;br /&gt;
|-&lt;br /&gt;
! bNoRevealMap&lt;br /&gt;
| If 1, the unit does not reveal any tiles except the one it is currently standing on.&lt;br /&gt;
|-&lt;br /&gt;
! bNukeInnume&lt;br /&gt;
| Takes no damage from nukes.&lt;br /&gt;
|-&lt;br /&gt;
! bOnlyDefensive&lt;br /&gt;
| This unit cannot attack other units.&lt;br /&gt;
|-&lt;br /&gt;
! bPillage&lt;br /&gt;
| Can pillage improvements.&lt;br /&gt;
|-&lt;br /&gt;
! bQuickCombat&lt;br /&gt;
| Always 0 in vanilla BtS; if set to 1, presumably the unit never triggers the camera-angle change and other battle effects when combating another unit.&lt;br /&gt;
|-&lt;br /&gt;
! bRenderAlways&lt;br /&gt;
| Optional. Unknown usage.&lt;br /&gt;
|-&lt;br /&gt;
! bRenderBelowWater&lt;br /&gt;
| Optional. Unknown usage.&lt;br /&gt;
|-&lt;br /&gt;
! bRivalTerritory&lt;br /&gt;
| Can explore rival territory.&lt;br /&gt;
|-&lt;br /&gt;
! bPrereqBonuses&lt;br /&gt;
| Needs the mentioned resources to be built (can be NONE).&lt;br /&gt;
|-&lt;br /&gt;
! bPrereqReligion&lt;br /&gt;
| Needs the mentioned religion to be built (can be NONE).&lt;br /&gt;
|-&lt;br /&gt;
! bSabotage&lt;br /&gt;
| Should only be 1 in Vanilla or Warlords; can Sabotage Production.&lt;br /&gt;
|-&lt;br /&gt;
! bShiftDown&lt;br /&gt;
| If 1, the hotkey for this unit must be used with Shift.&lt;br /&gt;
|-&lt;br /&gt;
! bSpy&lt;br /&gt;
| Is a spy.&lt;br /&gt;
|-&lt;br /&gt;
! bStealPlans&lt;br /&gt;
| Should only be 1 in Vanilla or Warlords; can Steal Plans.&lt;br /&gt;
|-&lt;br /&gt;
! bSuicide&lt;br /&gt;
| Kills itself upon attacking, like a Kamikaze in the Defense mod.&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;
! Builds&lt;br /&gt;
| For all the things that the unit can build on tiles; but not wonders that it can build in cities.&lt;br /&gt;
|-&lt;br /&gt;
! Buildings&lt;br /&gt;
| The buildings which the unit can construct in a friendly city.&lt;br /&gt;
|-&lt;br /&gt;
! CorporationSpreads&lt;br /&gt;
| The Corporations which the unit can spread.&lt;br /&gt;
|-&lt;br /&gt;
! FlankingStrikes&lt;br /&gt;
| All unit classes against which the unit gets a Flank Attack.&lt;br /&gt;
|-&lt;br /&gt;
! ForceBuildings&lt;br /&gt;
| The buildings the unit can construct in &#039;&#039;&#039;&#039;&#039;any&#039;&#039;&#039;&#039;&#039; city regardless of tech, building prerequisites, or other restrictions (ex: could construct a world wonder in multiple cities).&lt;br /&gt;
|-&lt;br /&gt;
! GreatPeoples&lt;br /&gt;
| If the unit can settle in a city, put the type of specialist it becomes here.&lt;br /&gt;
|-&lt;br /&gt;
! NotUnitAIs&lt;br /&gt;
| As UnitAIs, but for the tasks which the AI will never consider the unit for.&lt;br /&gt;
|-&lt;br /&gt;
! ReligionSpreads&lt;br /&gt;
| The religions which the unit can spread.&lt;br /&gt;
|-&lt;br /&gt;
! UnitClassDefenders&lt;br /&gt;
| Unit defends first against the specified unitclass(es).&lt;br /&gt;
|- &lt;br /&gt;
! UnitClassTargets&lt;br /&gt;
| Unit attacks first against the specified unitclass(es).&lt;br /&gt;
|-&lt;br /&gt;
! UnitClassUpgrades&lt;br /&gt;
| The UnitClass(es) to which this unit upgrades.&lt;br /&gt;
|-&lt;br /&gt;
! UnitCombatDefenders&lt;br /&gt;
| Unit defends first against the specified unitcombat type(s)&lt;br /&gt;
|-&lt;br /&gt;
! UnitCombatTargets&lt;br /&gt;
| Unit attacks first against the specified unitcombat type(s)&lt;br /&gt;
|-&lt;br /&gt;
! UnitAIs&lt;br /&gt;
| Inside here go the methods which the AI uses to command this unit. It dictates the roles which the unit is good for.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous ===&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;
! BonusProductionModifiers&lt;br /&gt;
| Resources that make the unit produce faster.&lt;br /&gt;
|-&lt;br /&gt;
! DomainCargo&lt;br /&gt;
| The Domain (AIR, SEA, or LAND) of units that the unit can carry.&lt;br /&gt;
|-&lt;br /&gt;
! DomainMods&lt;br /&gt;
| The bonuses/penalties that the unit gets against Air, Sea or Land units.&lt;br /&gt;
|-&lt;br /&gt;
! FeatureAttacks&lt;br /&gt;
| Attack bonus(es) that the unit gets when attacking into different features.&lt;br /&gt;
|-&lt;br /&gt;
! FeatureDefenses&lt;br /&gt;
| Defense bonus(es) that the unit gets from within different features.&lt;br /&gt;
|-&lt;br /&gt;
! FeatureImpassables&lt;br /&gt;
| Used to specify terrain features (Jungle, Forest, etc.) that the unit is unable to enter.&lt;br /&gt;
|-&lt;br /&gt;
! FeatureNatives&lt;br /&gt;
| This affects the feature types animals spawn in.&lt;br /&gt;
|-&lt;br /&gt;
! FreePromotions&lt;br /&gt;
| The promotions that this unit starts with.&lt;br /&gt;
|-&lt;br /&gt;
! HotKey&lt;br /&gt;
| Never used in the original game - it can be used to define a hotkey for the unit.&lt;br /&gt;
|-&lt;br /&gt;
! LeaderPromotion&lt;br /&gt;
| Promotion that the unit gives to another unit when attached as a warlord; used in vanilla BtS for Great Generals.&lt;br /&gt;
|-&lt;br /&gt;
! SpecialCargo&lt;br /&gt;
| The type of SpecialUnit that the unit can carry.&lt;br /&gt;
|-&lt;br /&gt;
! TerrainAttacks&lt;br /&gt;
| Attack bonuses that the unit gets in different terrain.&lt;br /&gt;
|-&lt;br /&gt;
! TerrainDefenses&lt;br /&gt;
| Defense bonuses that the unit gets in different terrain.&lt;br /&gt;
|-&lt;br /&gt;
! TerrainImpassables&lt;br /&gt;
| Used to specify terrain types (Ocean, Desert, etc.) that the unit is unable to enter.&lt;br /&gt;
|-&lt;br /&gt;
! TerrainNatives&lt;br /&gt;
| This affects the terrain types animals spawn in.&lt;br /&gt;
|-&lt;br /&gt;
! TerrainPassableTechs&lt;br /&gt;
| With these technologies, the unit can enter the terrain defined in TerrainImpassables.&lt;br /&gt;
|-&lt;br /&gt;
! UnitClassAttackMods&lt;br /&gt;
| The percent bonuses/penalties that the unit gets against specific UnitClasses in attack.&lt;br /&gt;
|-&lt;br /&gt;
! UnitClassDefenseMods&lt;br /&gt;
| The percent bonuses/penalties that the unit gets against specific UnitClasses in defense.&lt;br /&gt;
|-&lt;br /&gt;
! UnitCombatCollateralImmunes&lt;br /&gt;
| The UnitCombat(s) that this unit does not receive collateral damage from.&lt;br /&gt;
|-&lt;br /&gt;
! UnitCombatMods&lt;br /&gt;
| The percent bonuses/penalties that the unit gets against different UnitCombat groups.&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;
! EarlyArtDefineTag&lt;br /&gt;
| From CIV4ArtDefinesUnit - what the unit looks like in-game during the early era(s).&lt;br /&gt;
|-&lt;br /&gt;
! FormationType&lt;br /&gt;
| The formation that the unit adopts.&lt;br /&gt;
|-&lt;br /&gt;
! fMaxSpeed&lt;br /&gt;
| &amp;lt;font color=red&amp;gt;Not sure what this does.&amp;lt;/font&amp;gt; Perhaps the maximum speed at which the unit&#039;s animations play?&lt;br /&gt;
|-&lt;br /&gt;
! fPadTime&lt;br /&gt;
| &amp;lt;font color=red&amp;gt;Not sure what this does.&amp;lt;/font&amp;gt; Perhaps the amount of time (in seconds) inserted between certain animations?&lt;br /&gt;
|-&lt;br /&gt;
! iGroupSize&lt;br /&gt;
| The number of models in the unit; ex. 3 for a Warrior unit, 1 for a Jet Fighter unit.&lt;br /&gt;
|-&lt;br /&gt;
! iMeleeWaveSize&lt;br /&gt;
| The number of models that engage in melee combat at once. Should never be greater than iGroupSize.&lt;br /&gt;
|-&lt;br /&gt;
! iRangedWaveSize&lt;br /&gt;
| The number of models that engage in ranged combat at once. Should never be greater than iGroupSize.&lt;br /&gt;
|-&lt;br /&gt;
! LateArtDefineTag&lt;br /&gt;
| From CIV4ArtDefinesUnit - what the unit looks like in-game during the middle era(s).&lt;br /&gt;
|-&lt;br /&gt;
! MiddleArtDefineTag&lt;br /&gt;
| From CIV4ArtDefinesUnit - what the unit looks like in-game during the late era(s).&lt;br /&gt;
|-&lt;br /&gt;
! UnitMeshGroups&lt;br /&gt;
| The ART_DEF tag for the unit&#039;s model/animation/etc information.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
 &amp;lt;UnitInfo&amp;gt;&lt;br /&gt;
   &amp;lt;Class&amp;gt;UNITCLASS_LION&amp;lt;/Class&amp;gt;&lt;br /&gt;
   &amp;lt;Type&amp;gt;UNIT_LION&amp;lt;/Type&amp;gt;&lt;br /&gt;
   &amp;lt;UniqueNames/&amp;gt;&lt;br /&gt;
   &amp;lt;Special&amp;gt;NONE&amp;lt;/Special&amp;gt;&lt;br /&gt;
   &amp;lt;Capture&amp;gt;NONE&amp;lt;/Capture&amp;gt;&lt;br /&gt;
   &amp;lt;Combat&amp;gt;NONE&amp;lt;/Combat&amp;gt;&lt;br /&gt;
   &amp;lt;Domain&amp;gt;DOMAIN_LAND&amp;lt;/Domain&amp;gt;&lt;br /&gt;
   &amp;lt;DefaultUnitAI&amp;gt;UNITAI_ANIMAL&amp;lt;/DefaultUnitAI&amp;gt;&lt;br /&gt;
   &amp;lt;Invisible&amp;gt;NONE&amp;lt;/Invisible&amp;gt;&lt;br /&gt;
   &amp;lt;SeeInvisible&amp;gt;NONE&amp;lt;/SeeInvisible&amp;gt;&lt;br /&gt;
   &amp;lt;Description&amp;gt;TXT_KEY_UNIT_LION&amp;lt;/Description&amp;gt;&lt;br /&gt;
   &amp;lt;Civilopedia&amp;gt;TXT_KEY_CONCEPT_ANIMALS_PEDIA&amp;lt;/Civilopedia&amp;gt;&lt;br /&gt;
   &amp;lt;Strategy&amp;gt;TXT_KEY_UNIT_ANIMAL_STRATEGY&amp;lt;/Strategy&amp;gt;&lt;br /&gt;
   &amp;lt;Advisor&amp;gt;NONE&amp;lt;/Advisor&amp;gt;&lt;br /&gt;
   &amp;lt;bAnimal&amp;gt;1&amp;lt;/bAnimal&amp;gt;&lt;br /&gt;
   &amp;lt;bFood&amp;gt;0&amp;lt;/bFood&amp;gt;&lt;br /&gt;
   &amp;lt;bNoBadGoodies&amp;gt;0&amp;lt;/bNoBadGoodies&amp;gt;&lt;br /&gt;
   &amp;lt;bOnlyDefensive&amp;gt;0&amp;lt;/bOnlyDefensive&amp;gt;&lt;br /&gt;
   &amp;lt;bNoCapture&amp;gt;0&amp;lt;/bNoCapture&amp;gt;&lt;br /&gt;
   &amp;lt;bQuickCombat&amp;gt;0&amp;lt;/bQuickCombat&amp;gt;&lt;br /&gt;
   &amp;lt;bRivalTerritory&amp;gt;0&amp;lt;/bRivalTerritory&amp;gt;&lt;br /&gt;
   &amp;lt;bMilitaryHappiness&amp;gt;0&amp;lt;/bMilitaryHappiness&amp;gt;&lt;br /&gt;
   &amp;lt;bMilitarySupport&amp;gt;0&amp;lt;/bMilitarySupport&amp;gt;&lt;br /&gt;
   &amp;lt;bMilitaryProduction&amp;gt;0&amp;lt;/bMilitaryProduction&amp;gt;&lt;br /&gt;
   &amp;lt;bPillage&amp;gt;0&amp;lt;/bPillage&amp;gt;&lt;br /&gt;
   &amp;lt;bSpy&amp;gt;0&amp;lt;/bSpy&amp;gt;&lt;br /&gt;
   &amp;lt;bSabotage&amp;gt;0&amp;lt;/bSabotage&amp;gt;&lt;br /&gt;
   &amp;lt;bDestroy&amp;gt;0&amp;lt;/bDestroy&amp;gt;&lt;br /&gt;
   &amp;lt;bStealPlans&amp;gt;0&amp;lt;/bStealPlans&amp;gt;&lt;br /&gt;
   &amp;lt;bInvestigate&amp;gt;0&amp;lt;/bInvestigate&amp;gt;&lt;br /&gt;
   &amp;lt;bCounterSpy&amp;gt;0&amp;lt;/bCounterSpy&amp;gt;&lt;br /&gt;
   &amp;lt;bFound&amp;gt;0&amp;lt;/bFound&amp;gt;&lt;br /&gt;
   &amp;lt;bGoldenAge&amp;gt;0&amp;lt;/bGoldenAge&amp;gt;&lt;br /&gt;
   &amp;lt;bInvisible&amp;gt;0&amp;lt;/bInvisible&amp;gt;&lt;br /&gt;
   &amp;lt;bFirstStrikeImmune&amp;gt;0&amp;lt;/bFirstStrikeImmune&amp;gt;&lt;br /&gt;
   &amp;lt;bNoDefensiveBonus&amp;gt;1&amp;lt;/bNoDefensiveBonus&amp;gt;&lt;br /&gt;
   &amp;lt;bIgnoreBuildingDefense&amp;gt;0&amp;lt;/bIgnoreBuildingDefense&amp;gt;&lt;br /&gt;
   &amp;lt;bCanMoveImpassable&amp;gt;0&amp;lt;/bCanMoveImpassable&amp;gt;&lt;br /&gt;
   &amp;lt;bCanMoveAllTerrain&amp;gt;0&amp;lt;/bCanMoveAllTerrain&amp;gt;&lt;br /&gt;
   &amp;lt;bFlatMovementCost&amp;gt;0&amp;lt;/bFlatMovementCost&amp;gt;&lt;br /&gt;
   &amp;lt;bIgnoreTerrainCost&amp;gt;0&amp;lt;/bIgnoreTerrainCost&amp;gt;&lt;br /&gt;
   &amp;lt;bNukeImmune&amp;gt;0&amp;lt;/bNukeImmune&amp;gt;&lt;br /&gt;
   &amp;lt;bPrereqBonuses&amp;gt;0&amp;lt;/bPrereqBonuses&amp;gt;&lt;br /&gt;
   &amp;lt;bPrereqReligion&amp;gt;0&amp;lt;/bPrereqReligion&amp;gt;&lt;br /&gt;
   &amp;lt;bMechanized&amp;gt;0&amp;lt;/bMechanized&amp;gt;&lt;br /&gt;
   &amp;lt;bSuicide&amp;gt;0&amp;lt;/bSuicide&amp;gt;&lt;br /&gt;
   &amp;lt;bHiddenNationality&amp;gt;0&amp;lt;/bHiddenNationality&amp;gt;&lt;br /&gt;
   &amp;lt;bAlwaysHostile&amp;gt;0&amp;lt;/bAlwaysHostile&amp;gt;&lt;br /&gt;
   &amp;lt;UnitClassUpgrades/&amp;gt;&lt;br /&gt;
   &amp;lt;UnitClassTargets/&amp;gt;&lt;br /&gt;
   &amp;lt;UnitCombatTargets/&amp;gt;&lt;br /&gt;
   &amp;lt;UnitClassDefenders/&amp;gt;&lt;br /&gt;
   &amp;lt;UnitCombatDefenders/&amp;gt;&lt;br /&gt;
   &amp;lt;FlankingStrikes/&amp;gt;&lt;br /&gt;
   &amp;lt;UnitAIs&amp;gt;&lt;br /&gt;
      &amp;lt;UnitAI&amp;gt;&lt;br /&gt;
         &amp;lt;UnitAIType&amp;gt;UNITAI_ANIMAL&amp;lt;/UnitAIType&amp;gt;&lt;br /&gt;
         &amp;lt;bUnitAI&amp;gt;1&amp;lt;/bUnitAI&amp;gt;&lt;br /&gt;
      &amp;lt;/UnitAI&amp;gt;&lt;br /&gt;
   &amp;lt;/UnitAIs&amp;gt;&lt;br /&gt;
   &amp;lt;NotUnitAIs/&amp;gt;&lt;br /&gt;
   &amp;lt;Builds/&amp;gt;&lt;br /&gt;
   &amp;lt;ReligionSpreads/&amp;gt;&lt;br /&gt;
   &amp;lt;CorporationSpreads/&amp;gt;&lt;br /&gt;
   &amp;lt;GreatPeoples/&amp;gt;&lt;br /&gt;
   &amp;lt;Buildings/&amp;gt;&lt;br /&gt;
   &amp;lt;ForceBuildings/&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;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;PrereqBuilding&amp;gt;NONE&amp;lt;/PrereqBuilding&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;BonusType&amp;gt;NONE&amp;lt;/BonusType&amp;gt;&lt;br /&gt;
   &amp;lt;PrereqBonuses/&amp;gt;&lt;br /&gt;
   &amp;lt;ProductionTraits/&amp;gt;&lt;br /&gt;
   &amp;lt;Flavors/&amp;gt;&lt;br /&gt;
   &amp;lt;iAIWeight&amp;gt;0&amp;lt;/iAIWeight&amp;gt;&lt;br /&gt;
   &amp;lt;iCost&amp;gt;-1&amp;lt;/iCost&amp;gt;&lt;br /&gt;
   &amp;lt;iHurryCostModifier&amp;gt;0&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;iMoves&amp;gt;1&amp;lt;/iMoves&amp;gt;&lt;br /&gt;
   &amp;lt;bNoRevealMap&amp;gt;0&amp;lt;/bNoRevealMap&amp;gt;&lt;br /&gt;
   &amp;lt;iAirRange&amp;gt;0&amp;lt;/iAirRange&amp;gt;&lt;br /&gt;
   &amp;lt;iAirUnitCap&amp;gt;0&amp;lt;/iAirUnitCap&amp;gt;&lt;br /&gt;
   &amp;lt;iDropRange&amp;gt;0&amp;lt;/iDropRange&amp;gt;&lt;br /&gt;
   &amp;lt;iNukeRange&amp;gt;-1&amp;lt;/iNukeRange&amp;gt;&lt;br /&gt;
   &amp;lt;iWorkRate&amp;gt;0&amp;lt;/iWorkRate&amp;gt;&lt;br /&gt;
   &amp;lt;iBaseDiscover&amp;gt;0&amp;lt;/iBaseDiscover&amp;gt;&lt;br /&gt;
   &amp;lt;iDiscoverMultiplier&amp;gt;0&amp;lt;/iDiscoverMultiplier&amp;gt;&lt;br /&gt;
   &amp;lt;iBaseHurry&amp;gt;0&amp;lt;/iBaseHurry&amp;gt;&lt;br /&gt;
   &amp;lt;iHurryMultiplier&amp;gt;0&amp;lt;/iHurryMultiplier&amp;gt;&lt;br /&gt;
   &amp;lt;iBaseTrade&amp;gt;0&amp;lt;/iBaseTrade&amp;gt;&lt;br /&gt;
   &amp;lt;iTradeMultiplier&amp;gt;0&amp;lt;/iTradeMultiplier&amp;gt;&lt;br /&gt;
   &amp;lt;iGreatWorkCulture&amp;gt;0&amp;lt;/iGreatWorkCulture&amp;gt;&lt;br /&gt;
   &amp;lt;iEspionagePoints&amp;gt;0&amp;lt;/iEspionagePoints&amp;gt;&lt;br /&gt;
   &amp;lt;TerrainImpassables/&amp;gt;&lt;br /&gt;
   &amp;lt;FeatureImpassables/&amp;gt;&lt;br /&gt;
   &amp;lt;TerrainPassableTechs/&amp;gt;&lt;br /&gt;
   &amp;lt;FeaturePassableTechs/&amp;gt;&lt;br /&gt;
   &amp;lt;iCombat&amp;gt;2&amp;lt;/iCombat&amp;gt;&lt;br /&gt;
   &amp;lt;iCombatLimit&amp;gt;100&amp;lt;/iCombatLimit&amp;gt;&lt;br /&gt;
   &amp;lt;iAirCombat&amp;gt;0&amp;lt;/iAirCombat&amp;gt;&lt;br /&gt;
   &amp;lt;iAirCombatLimit&amp;gt;0&amp;lt;/iAirCombatLimit&amp;gt;&lt;br /&gt;
   &amp;lt;iXPValueAttack&amp;gt;4&amp;lt;/iXPValueAttack&amp;gt;&lt;br /&gt;
   &amp;lt;iXPValueDefense&amp;gt;2&amp;lt;/iXPValueDefense&amp;gt;&lt;br /&gt;
   &amp;lt;iFirstStrikes&amp;gt;0&amp;lt;/iFirstStrikes&amp;gt;&lt;br /&gt;
   &amp;lt;iChanceFirstStrikes&amp;gt;0&amp;lt;/iChanceFirstStrikes&amp;gt;&lt;br /&gt;
   &amp;lt;iInterceptionProbability&amp;gt;0&amp;lt;/iInterceptionProbability&amp;gt;&lt;br /&gt;
   &amp;lt;iEvasionProbability&amp;gt;0&amp;lt;/iEvasionProbability&amp;gt;&lt;br /&gt;
   &amp;lt;iWithdrawalProb&amp;gt;0&amp;lt;/iWithdrawalProb&amp;gt;&lt;br /&gt;
   &amp;lt;iCollateralDamage&amp;gt;0&amp;lt;/iCollateralDamage&amp;gt;&lt;br /&gt;
   &amp;lt;iCollateralDamageLimit&amp;gt;0&amp;lt;/iCollateralDamageLimit&amp;gt;&lt;br /&gt;
   &amp;lt;iCollateralDamageMaxUnits&amp;gt;0&amp;lt;/iCollateralDamageMaxUnits&amp;gt;&lt;br /&gt;
   &amp;lt;iCityAttack&amp;gt;0&amp;lt;/iCityAttack&amp;gt;&lt;br /&gt;
   &amp;lt;iCityDefense&amp;gt;0&amp;lt;/iCityDefense&amp;gt;&lt;br /&gt;
   &amp;lt;iAnimalCombat&amp;gt;0&amp;lt;/iAnimalCombat&amp;gt;&lt;br /&gt;
   &amp;lt;iHillsAttack&amp;gt;0&amp;lt;/iHillsAttack&amp;gt;&lt;br /&gt;
   &amp;lt;iHillsDefense&amp;gt;0&amp;lt;/iHillsDefense&amp;gt;&lt;br /&gt;
   &amp;lt;TerrainNatives&amp;gt;&lt;br /&gt;
      &amp;lt;TerrainNative&amp;gt;&lt;br /&gt;
         &amp;lt;TerrainType&amp;gt;TERRAIN_GRASS&amp;lt;/TerrainType&amp;gt;&lt;br /&gt;
         &amp;lt;bTerrainNative&amp;gt;1&amp;lt;/bTerrainNative&amp;gt;&lt;br /&gt;
      &amp;lt;/TerrainNative&amp;gt;&lt;br /&gt;
      &amp;lt;TerrainNative&amp;gt;&lt;br /&gt;
         &amp;lt;TerrainType&amp;gt;TERRAIN_PLAINS&amp;lt;/TerrainType&amp;gt;&lt;br /&gt;
         &amp;lt;bTerrainNative&amp;gt;1&amp;lt;/bTerrainNative&amp;gt;&lt;br /&gt;
      &amp;lt;/TerrainNative&amp;gt;&lt;br /&gt;
      &amp;lt;TerrainNative&amp;gt;&lt;br /&gt;
         &amp;lt;TerrainType&amp;gt;TERRAIN_DESERT&amp;lt;/TerrainType&amp;gt;&lt;br /&gt;
         &amp;lt;bTerrainNative&amp;gt;1&amp;lt;/bTerrainNative&amp;gt;&lt;br /&gt;
      &amp;lt;/TerrainNative&amp;gt;&lt;br /&gt;
   &amp;lt;/TerrainNatives&amp;gt;&lt;br /&gt;
   &amp;lt;FeatureNatives/&amp;gt;&lt;br /&gt;
   &amp;lt;TerrainAttacks/&amp;gt;&lt;br /&gt;
   &amp;lt;TerrainDefenses/&amp;gt;&lt;br /&gt;
   &amp;lt;FeatureAttacks/&amp;gt;&lt;br /&gt;
   &amp;lt;FeatureDefenses/&amp;gt;&lt;br /&gt;
   &amp;lt;UnitClassAttackMods/&amp;gt;&lt;br /&gt;
   &amp;lt;UnitClassDefenseMods/&amp;gt;&lt;br /&gt;
   &amp;lt;UnitCombatMods/&amp;gt;&lt;br /&gt;
   &amp;lt;UnitCombatCollateralImmunes/&amp;gt;&lt;br /&gt;
   &amp;lt;DomainMods/&amp;gt;&lt;br /&gt;
   &amp;lt;BonusProductionModifiers/&amp;gt;&lt;br /&gt;
   &amp;lt;iBombRate&amp;gt;0&amp;lt;/iBombRate&amp;gt;&lt;br /&gt;
   &amp;lt;iBombardRate&amp;gt;0&amp;lt;/iBombardRate&amp;gt;&lt;br /&gt;
   &amp;lt;SpecialCargo&amp;gt;NONE&amp;lt;/SpecialCargo&amp;gt;&lt;br /&gt;
   &amp;lt;DomainCargo&amp;gt;NONE&amp;lt;/DomainCargo&amp;gt;&lt;br /&gt;
   &amp;lt;iCargo&amp;gt;0&amp;lt;/iCargo&amp;gt;&lt;br /&gt;
   &amp;lt;iConscription&amp;gt;0&amp;lt;/iConscription&amp;gt;&lt;br /&gt;
   &amp;lt;iCultureGarrison&amp;gt;0&amp;lt;/iCultureGarrison&amp;gt;&lt;br /&gt;
   &amp;lt;iExtraCost&amp;gt;0&amp;lt;/iExtraCost&amp;gt;&lt;br /&gt;
   &amp;lt;iAsset&amp;gt;1&amp;lt;/iAsset&amp;gt;&lt;br /&gt;
   &amp;lt;iPower&amp;gt;1&amp;lt;/iPower&amp;gt;&lt;br /&gt;
   &amp;lt;UnitMeshGroups&amp;gt;&lt;br /&gt;
      &amp;lt;iGroupSize&amp;gt;3&amp;lt;/iGroupSize&amp;gt;&lt;br /&gt;
      &amp;lt;fMaxSpeed&amp;gt;1.75&amp;lt;/fMaxSpeed&amp;gt;&lt;br /&gt;
      &amp;lt;fPadTime&amp;gt;1&amp;lt;/fPadTime&amp;gt;&lt;br /&gt;
      &amp;lt;iMeleeWaveSize&amp;gt;3&amp;lt;/iMeleeWaveSize&amp;gt;&lt;br /&gt;
      &amp;lt;iRangedWaveSize&amp;gt;0&amp;lt;/iRangedWaveSize&amp;gt;&lt;br /&gt;
      &amp;lt;UnitMeshGroup&amp;gt;&lt;br /&gt;
         &amp;lt;iRequired&amp;gt;3&amp;lt;/iRequired&amp;gt;&lt;br /&gt;
         &amp;lt;EarlyArtDefineTag&amp;gt;ART_DEF_UNIT_LION&amp;lt;/EarlyArtDefineTag&amp;gt;&lt;br /&gt;
      &amp;lt;/UnitMeshGroup&amp;gt;&lt;br /&gt;
   &amp;lt;/UnitMeshGroups&amp;gt;&lt;br /&gt;
   &amp;lt;FormationType&amp;gt;FORMATION_TYPE_ANIMAL&amp;lt;/FormationType&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;FreePromotions/&amp;gt;&lt;br /&gt;
   &amp;lt;LeaderPromotion&amp;gt;NONE&amp;lt;/LeaderPromotion&amp;gt;&lt;br /&gt;
   &amp;lt;iLeaderExperience&amp;gt;0&amp;lt;/iLeaderExperience&amp;gt;&lt;br /&gt;
 &amp;lt;/UnitInfo&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Civ4_XML_Files}}&lt;/div&gt;</summary>
		<author><name>Fulano</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Civ4PromotionInfos&amp;diff=1575</id>
		<title>Civ4PromotionInfos</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Civ4PromotionInfos&amp;diff=1575"/>
		<updated>2010-03-11T03:20:51Z</updated>

		<summary type="html">&lt;p&gt;Fulano: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Civ4PromotionInfos&#039;&#039;&#039; file defines the characteristics of each of the game&#039;s promotions, or bonuses that units receive as they acquire experience points.  The order the promotions are listed in this file is the order they will be listed on a new unit in the game.&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;
! PromotionInfos&lt;br /&gt;
| This begins and ends the file. Everything must go in between these two, or it will not work.&lt;br /&gt;
|-&lt;br /&gt;
! PromotionInfo&lt;br /&gt;
| Encloses the entry for each promotion.&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;
! Type&lt;br /&gt;
| The name of the promotion, which must be unique.&lt;br /&gt;
|-&lt;br /&gt;
! Description&lt;br /&gt;
| The name given to the promotion in the game.&lt;br /&gt;
|-&lt;br /&gt;
! Help&lt;br /&gt;
| Optional. A text that can include some more information to display. The text is specified in any of the Assets\XML\Text files.&lt;br /&gt;
|-&lt;br /&gt;
! Sound&lt;br /&gt;
| In the game, always AS2D_IF_LEVELUP; this is the sound played when the promotion is given to a unit.&lt;br /&gt;
|-&lt;br /&gt;
! LayerAnimationPath&lt;br /&gt;
| Unknown.&lt;br /&gt;
|-&lt;br /&gt;
! PromotionPrereq&lt;br /&gt;
| Any unit needs this promotion to take the promotion. It can be NONE.&lt;br /&gt;
|-&lt;br /&gt;
! PromotionPrereqOr1&lt;br /&gt;
| If the unit has this and the promotion defined in PromotionPrereq, it can take this promotion.&lt;br /&gt;
|-&lt;br /&gt;
! PromotionPrereqOr2&lt;br /&gt;
| If the unit has this and the promotion defined in PromotionPrereq, it can take this promotion.&lt;br /&gt;
|-&lt;br /&gt;
! TechPrereq&lt;br /&gt;
| Can be NONE; this is the technology needed to get this promotion.  For example, Blitz comes with Military Science.&lt;br /&gt;
|-&lt;br /&gt;
! StateReligionPrereq&lt;br /&gt;
| Can be NONE; this is the State Religion needed to get this promotion.&lt;br /&gt;
|-&lt;br /&gt;
! Button&lt;br /&gt;
| A comma separated field that lists four things: the path of the normal promotion image, the path of the smaller image for this promotion, and then x-y grid coordinates of the smaller image. The second file path is for the button used in the civilopedia, among other places. &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;
! iVisibilityChange&lt;br /&gt;
| The number of tiles that the unit&#039;s Line of Sight increases by&lt;br /&gt;
|-&lt;br /&gt;
! iMovesChange&lt;br /&gt;
| The number of extra moves that the promotion gives a unit&lt;br /&gt;
|-&lt;br /&gt;
! iMoveDiscountChange&lt;br /&gt;
| Lowers the cost of moving into difficult terrain&lt;br /&gt;
|-&lt;br /&gt;
! iOrderPriority&lt;br /&gt;
| Optional. &amp;lt;font color=red&amp;gt;Not sure what this does.&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! iAirRangeChange&lt;br /&gt;
| The amount by which the unit&#039;s Air Range increases&lt;br /&gt;
|-&lt;br /&gt;
! iInterceptChange&lt;br /&gt;
| The amount by which the unit&#039;s interception chance increases, in %.  Only units that have the ability to intercept can receive these promotions.&lt;br /&gt;
|-&lt;br /&gt;
! iEvasionChange&lt;br /&gt;
| The amount by which the unit&#039;s evasion chance increases, in %.&lt;br /&gt;
|-&lt;br /&gt;
! iWithdrawalChange&lt;br /&gt;
| The amount by which the unit&#039;s withdrawal chance increases, in %.&lt;br /&gt;
|-&lt;br /&gt;
! iCargoChange&lt;br /&gt;
| The amount by which the unit&#039;s cargo capacity increases.&lt;br /&gt;
|-&lt;br /&gt;
! iCollateralDamageChange&lt;br /&gt;
| The amount by which the collateral damage inflicted by the unit increases.  Only units that inflict collateral can receive these promotions&lt;br /&gt;
|-&lt;br /&gt;
! iBombardRateChange&lt;br /&gt;
| The amount by which the damage which the unit does to fortifications increases.&lt;br /&gt;
|-&lt;br /&gt;
! iFirstStrikesChange&lt;br /&gt;
| The amount by which the number of First Strikes that the unit has increases.&lt;br /&gt;
|-&lt;br /&gt;
! iChanceFirstStrikesChange&lt;br /&gt;
| The amount by which the  number of First Strike Chances that the unit has increases.&lt;br /&gt;
|-&lt;br /&gt;
! iEnemyHealChange&lt;br /&gt;
| Increases the unit&#039;s damage healing capabilities in enemy territory by the given percentage.&lt;br /&gt;
|-&lt;br /&gt;
!iNeutralHealChange&lt;br /&gt;
| Increases the unit&#039;s damage healing capabilities in neutral territory by the given percentage.&lt;br /&gt;
|-&lt;br /&gt;
!iFriendlyHealChange&lt;br /&gt;
| Increases the unit&#039;s damage healing capabilities in friendly territory by the given percentage.&lt;br /&gt;
|-&lt;br /&gt;
!iSameTileHealChange&lt;br /&gt;
| Increases the unit&#039;s ability to heal other units on the same tile by the given percentage.&lt;br /&gt;
|-&lt;br /&gt;
!iAdjacentTileHealChange&lt;br /&gt;
| Increases the unit&#039;s ability to heal other units in adjacent tiles by the given percentage.&lt;br /&gt;
|-&lt;br /&gt;
!iCombatPercent&lt;br /&gt;
| Increases the unit&#039;s strength value by the given percentage.&lt;br /&gt;
|-&lt;br /&gt;
!iCityAttack&lt;br /&gt;
| Increases the unit&#039;s strength value by the given percentage when attacking a city.&lt;br /&gt;
|-&lt;br /&gt;
!iCityDefense&lt;br /&gt;
| Increases the unit&#039;s strength value by the given percentage when defending a city.&lt;br /&gt;
|-&lt;br /&gt;
!iHillsAttack&lt;br /&gt;
| Increases the unit&#039;s strength value by the given percentage when attacking onto a hill.&lt;br /&gt;
|-&lt;br /&gt;
!iHillsDefense&lt;br /&gt;
| Increases the unit&#039;s strength value by the given percentage when defending on a hill.&lt;br /&gt;
|-&lt;br /&gt;
!iKamikazePercent&lt;br /&gt;
| Raises the units strength by iKamikazePercent BUT the unit will die in its next combat.&lt;br /&gt;
|-&lt;br /&gt;
!iRevoltProtection&lt;br /&gt;
| Percentage decrease in base city revolt chance.  (All current promotions have a value of 0).&lt;br /&gt;
|-&lt;br /&gt;
!iCollateralDamageProtection&lt;br /&gt;
| Decreases the damage a unit takes from collateral damage by the given percentage value (e.g. Drill II has a percentage value of 20).&lt;br /&gt;
|-&lt;br /&gt;
!iPillageChange&lt;br /&gt;
| Percent increase of the amount of gold received when pillaging.  All promotions have a value of 0.&lt;br /&gt;
|-&lt;br /&gt;
!iUpgradeDiscount&lt;br /&gt;
| Decreases the cost to upgrade a unit by the given percentage (e.g. units with the default promotion from a Great General, which has a value of 100, upgrade for free).&lt;br /&gt;
|-&lt;br /&gt;
!iExperiencePercent&lt;br /&gt;
| Increases the experience points received by a unit in combat by the given percentage.&lt;br /&gt;
|-&lt;br /&gt;
!iHotKeyPriority&lt;br /&gt;
| Unknown.  All promotions have a value of 0.  Possibly used to set what has priority when two things use the same hotkey.&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;
! bLeader&lt;br /&gt;
| The promotion gives the unit a Warlord&lt;br /&gt;
|-&lt;br /&gt;
! bBlitz&lt;br /&gt;
| The promotion lets the unit attack multiple times per turn&lt;br /&gt;
|-&lt;br /&gt;
! bAmphib&lt;br /&gt;
| The promotion lets the unit cross rivers and attack out of a transport without penalties&lt;br /&gt;
|-&lt;br /&gt;
! bRiver&lt;br /&gt;
| The promotion lets the unit ignore rivers&lt;br /&gt;
|-&lt;br /&gt;
! bEnemyRoute&lt;br /&gt;
| The promotion lets the unit use enemy roads&lt;br /&gt;
|-&lt;br /&gt;
! bAlwaysHeal&lt;br /&gt;
| The promotion lets the unit heal while moving&lt;br /&gt;
|-&lt;br /&gt;
! bHillsDoubleMove&lt;br /&gt;
| The promotion lets the unit move twice as fast in Hills&lt;br /&gt;
|-&lt;br /&gt;
! bImmuneToFirstStrikes&lt;br /&gt;
| The promotion means that the unit cannot be affected by enemy First Strikes&lt;br /&gt;
|-&lt;br /&gt;
!bAltDown&lt;br /&gt;
| Unknown.  All promotions have a value of 0.  Presumably used for assigning hotkeys.&lt;br /&gt;
|-&lt;br /&gt;
!bShiftDown&lt;br /&gt;
| Unknown.  All promotions have a value of 0.  Presumably used for assigning hotkeys.&lt;br /&gt;
|-&lt;br /&gt;
!bCtrlDown&lt;br /&gt;
| Unknown.  All promotions have a value of 0.  Presumably used for assigning hotkeys.&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;
!TerrainAttacks&lt;br /&gt;
| Changes the strength modifier for attacking onto the specified terrain types by the given percentage.&lt;br /&gt;
|-&lt;br /&gt;
!TerrainDefenses&lt;br /&gt;
| Changes the strength modifier for defending on the specified terrain types by the given percentage.&lt;br /&gt;
|-&lt;br /&gt;
!FeatureAttacks&lt;br /&gt;
| Changes the strength modifier for attacking onto the specified feature types by the given percentage.&lt;br /&gt;
|-&lt;br /&gt;
!FeatureDefenses&lt;br /&gt;
| Changes the strength modifier for defending on the specified feature types by the given percentage.&lt;br /&gt;
|-&lt;br /&gt;
!UnitCombatMods&lt;br /&gt;
| Changes the strength modifier for fighting against the specified unit types by the given percentage.&lt;br /&gt;
|-&lt;br /&gt;
!DomainMods&lt;br /&gt;
| Changes the strength modifier for fighting against the specified domain (naval units, land units, etc.) by the given percentage.&lt;br /&gt;
|-&lt;br /&gt;
!TerrainDoubleMoves&lt;br /&gt;
| Halves the movement cost for the unit on this type of terrain.&lt;br /&gt;
|-&lt;br /&gt;
!FeatureDoubleMoves&lt;br /&gt;
| Halves the movement cost for the unit on this type of feature.&lt;br /&gt;
|-&lt;br /&gt;
!UnitCombats&lt;br /&gt;
| Controls which unit combat types can receive this promotion.&lt;br /&gt;
|-&lt;br /&gt;
!HotKey&lt;br /&gt;
| Not used in the standard game.  Assigns a hotkey for this promotion.&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;PromotionInfos&amp;gt;&lt;br /&gt;
  &amp;lt;PromotionInfo&amp;gt;&lt;br /&gt;
   &amp;lt;Type&amp;gt;PROMOTION_COMBAT1&amp;lt;/Type&amp;gt;&lt;br /&gt;
   &amp;lt;Description&amp;gt;TXT_KEY_PROMOTION_COMBAT1&amp;lt;/Description&amp;gt;&lt;br /&gt;
   &amp;lt;Sound&amp;gt;AS2D_IF_LEVELUP&amp;lt;/Sound&amp;gt;&lt;br /&gt;
   &amp;lt;LayerAnimationPath&amp;gt;NONE&amp;lt;/LayerAnimationPath&amp;gt;&lt;br /&gt;
   &amp;lt;PromotionPrereq&amp;gt;NONE&amp;lt;/PromotionPrereq&amp;gt;&lt;br /&gt;
   &amp;lt;PromotionPrereqOr1&amp;gt;NONE&amp;lt;/PromotionPrereqOr1&amp;gt;&lt;br /&gt;
   &amp;lt;PromotionPrereqOr2&amp;gt;NONE&amp;lt;/PromotionPrereqOr2&amp;gt;&lt;br /&gt;
   &amp;lt;TechPrereq&amp;gt;NONE&amp;lt;/TechPrereq&amp;gt;&lt;br /&gt;
   &amp;lt;StateReligionPrereq&amp;gt;NONE&amp;lt;/StateReligionPrereq&amp;gt;&lt;br /&gt;
   &amp;lt;bLeader&amp;gt;0&amp;lt;/bLeader&amp;gt;&lt;br /&gt;
   &amp;lt;bBlitz&amp;gt;0&amp;lt;/bBlitz&amp;gt;&lt;br /&gt;
   &amp;lt;bAmphib&amp;gt;0&amp;lt;/bAmphib&amp;gt;&lt;br /&gt;
   &amp;lt;bRiver&amp;gt;0&amp;lt;/bRiver&amp;gt;&lt;br /&gt;
   &amp;lt;bEnemyRoute&amp;gt;0&amp;lt;/bEnemyRoute&amp;gt;&lt;br /&gt;
   &amp;lt;bAlwaysHeal&amp;gt;0&amp;lt;/bAlwaysHeal&amp;gt;&lt;br /&gt;
   &amp;lt;bHillsDoubleMove&amp;gt;0&amp;lt;/bHillsDoubleMove&amp;gt;&lt;br /&gt;
   &amp;lt;bImmuneToFirstStrikes&amp;gt;0&amp;lt;/bImmuneToFirstStrikes&amp;gt;&lt;br /&gt;
   &amp;lt;iVisibilityChange&amp;gt;0&amp;lt;/iVisibilityChange&amp;gt;&lt;br /&gt;
   &amp;lt;iMovesChange&amp;gt;0&amp;lt;/iMovesChange&amp;gt;&lt;br /&gt;
   &amp;lt;iMoveDiscountChange&amp;gt;0&amp;lt;/iMoveDiscountChange&amp;gt;&lt;br /&gt;
   &amp;lt;iAirRangeChange&amp;gt;0&amp;lt;/iAirRangeChange&amp;gt;&lt;br /&gt;
   &amp;lt;iInterceptChange&amp;gt;0&amp;lt;/iInterceptChange&amp;gt;&lt;br /&gt;
   &amp;lt;iEvasionChange&amp;gt;0&amp;lt;/iEvasionChange&amp;gt;&lt;br /&gt;
   &amp;lt;iWithdrawalChange&amp;gt;0&amp;lt;/iWithdrawalChange&amp;gt;&lt;br /&gt;
   &amp;lt;iCargoChange&amp;gt;0&amp;lt;/iCargoChange&amp;gt;&lt;br /&gt;
   &amp;lt;iCollateralDamageChange&amp;gt;0&amp;lt;/iCollateralDamageChange&amp;gt;&lt;br /&gt;
   &amp;lt;iBombardRateChange&amp;gt;0&amp;lt;/iBombardRateChange&amp;gt;&lt;br /&gt;
   &amp;lt;iFirstStrikesChange&amp;gt;0&amp;lt;/iFirstStrikesChange&amp;gt;&lt;br /&gt;
   &amp;lt;iChanceFirstStrikesChange&amp;gt;0&amp;lt;/iChanceFirstStrikesChange&amp;gt;&lt;br /&gt;
   &amp;lt;iEnemyHealChange&amp;gt;0&amp;lt;/iEnemyHealChange&amp;gt;&lt;br /&gt;
   &amp;lt;iNeutralHealChange&amp;gt;0&amp;lt;/iNeutralHealChange&amp;gt;&lt;br /&gt;
   &amp;lt;iFriendlyHealChange&amp;gt;0&amp;lt;/iFriendlyHealChange&amp;gt;&lt;br /&gt;
   &amp;lt;iSameTileHealChange&amp;gt;0&amp;lt;/iSameTileHealChange&amp;gt;&lt;br /&gt;
   &amp;lt;iAdjacentTileHealChange&amp;gt;0&amp;lt;/iAdjacentTileHealChange&amp;gt;&lt;br /&gt;
   &amp;lt;iCombatPercent&amp;gt;10&amp;lt;/iCombatPercent&amp;gt;&lt;br /&gt;
   &amp;lt;iCityAttack&amp;gt;0&amp;lt;/iCityAttack&amp;gt;&lt;br /&gt;
   &amp;lt;iCityDefense&amp;gt;0&amp;lt;/iCityDefense&amp;gt;&lt;br /&gt;
   &amp;lt;iHillsAttack&amp;gt;0&amp;lt;/iHillsAttack&amp;gt;&lt;br /&gt;
   &amp;lt;iHillsDefense&amp;gt;0&amp;lt;/iHillsDefense&amp;gt;&lt;br /&gt;
   &amp;lt;iKamikazePercent&amp;gt;0&amp;lt;/iKamikazePercent&amp;gt;&lt;br /&gt;
   &amp;lt;iRevoltProtection&amp;gt;0&amp;lt;/iRevoltProtection&amp;gt;&lt;br /&gt;
   &amp;lt;iCollateralDamageProtection&amp;gt;0&amp;lt;/iCollateralDamageProtection&amp;gt;&lt;br /&gt;
   &amp;lt;iPillageChange&amp;gt;0&amp;lt;/iPillageChange&amp;gt;&lt;br /&gt;
   &amp;lt;iUpgradeDiscount&amp;gt;0&amp;lt;/iUpgradeDiscount&amp;gt;&lt;br /&gt;
   &amp;lt;iExperiencePercent&amp;gt;0&amp;lt;/iExperiencePercent&amp;gt;&lt;br /&gt;
   &amp;lt;TerrainAttacks/&amp;gt;&lt;br /&gt;
   &amp;lt;TerrainDefenses/&amp;gt;&lt;br /&gt;
   &amp;lt;FeatureAttacks/&amp;gt;&lt;br /&gt;
   &amp;lt;FeatureDefenses/&amp;gt;&lt;br /&gt;
   &amp;lt;UnitCombatMods/&amp;gt;&lt;br /&gt;
   &amp;lt;DomainMods/&amp;gt;&lt;br /&gt;
   &amp;lt;TerrainDoubleMoves/&amp;gt;&lt;br /&gt;
   &amp;lt;FeatureDoubleMoves/&amp;gt;&lt;br /&gt;
   &amp;lt;UnitCombats&amp;gt;&lt;br /&gt;
    &amp;lt;UnitCombat&amp;gt;&lt;br /&gt;
     &amp;lt;UnitCombatType&amp;gt;UNITCOMBAT_RECON&amp;lt;/UnitCombatType&amp;gt;&lt;br /&gt;
     &amp;lt;bUnitCombat&amp;gt;1&amp;lt;/bUnitCombat&amp;gt;&lt;br /&gt;
    &amp;lt;/UnitCombat&amp;gt;&lt;br /&gt;
    &amp;lt;UnitCombat&amp;gt;&lt;br /&gt;
     &amp;lt;UnitCombatType&amp;gt;UNITCOMBAT_ARCHER&amp;lt;/UnitCombatType&amp;gt;&lt;br /&gt;
     &amp;lt;bUnitCombat&amp;gt;1&amp;lt;/bUnitCombat&amp;gt;&lt;br /&gt;
    &amp;lt;/UnitCombat&amp;gt;&lt;br /&gt;
    &amp;lt;UnitCombat&amp;gt;&lt;br /&gt;
     &amp;lt;UnitCombatType&amp;gt;UNITCOMBAT_MOUNTED&amp;lt;/UnitCombatType&amp;gt;&lt;br /&gt;
     &amp;lt;bUnitCombat&amp;gt;1&amp;lt;/bUnitCombat&amp;gt;&lt;br /&gt;
    &amp;lt;/UnitCombat&amp;gt;&lt;br /&gt;
    &amp;lt;UnitCombat&amp;gt;&lt;br /&gt;
     &amp;lt;UnitCombatType&amp;gt;UNITCOMBAT_MELEE&amp;lt;/UnitCombatType&amp;gt;&lt;br /&gt;
     &amp;lt;bUnitCombat&amp;gt;1&amp;lt;/bUnitCombat&amp;gt;&lt;br /&gt;
    &amp;lt;/UnitCombat&amp;gt;&lt;br /&gt;
    &amp;lt;UnitCombat&amp;gt;&lt;br /&gt;
     &amp;lt;UnitCombatType&amp;gt;UNITCOMBAT_GUN&amp;lt;/UnitCombatType&amp;gt;&lt;br /&gt;
     &amp;lt;bUnitCombat&amp;gt;1&amp;lt;/bUnitCombat&amp;gt;&lt;br /&gt;
    &amp;lt;/UnitCombat&amp;gt;&lt;br /&gt;
    &amp;lt;UnitCombat&amp;gt;&lt;br /&gt;
     &amp;lt;UnitCombatType&amp;gt;UNITCOMBAT_ARMOR&amp;lt;/UnitCombatType&amp;gt;&lt;br /&gt;
     &amp;lt;bUnitCombat&amp;gt;1&amp;lt;/bUnitCombat&amp;gt;&lt;br /&gt;
    &amp;lt;/UnitCombat&amp;gt;&lt;br /&gt;
    &amp;lt;UnitCombat&amp;gt;&lt;br /&gt;
     &amp;lt;UnitCombatType&amp;gt;UNITCOMBAT_HELICOPTER&amp;lt;/UnitCombatType&amp;gt;&lt;br /&gt;
     &amp;lt;bUnitCombat&amp;gt;1&amp;lt;/bUnitCombat&amp;gt;&lt;br /&gt;
    &amp;lt;/UnitCombat&amp;gt;&lt;br /&gt;
    &amp;lt;UnitCombat&amp;gt;&lt;br /&gt;
     &amp;lt;UnitCombatType&amp;gt;UNITCOMBAT_NAVAL&amp;lt;/UnitCombatType&amp;gt;&lt;br /&gt;
     &amp;lt;bUnitCombat&amp;gt;1&amp;lt;/bUnitCombat&amp;gt;&lt;br /&gt;
    &amp;lt;/UnitCombat&amp;gt;&lt;br /&gt;
    &amp;lt;UnitCombat&amp;gt;&lt;br /&gt;
     &amp;lt;UnitCombatType&amp;gt;UNITCOMBAT_AIR&amp;lt;/UnitCombatType&amp;gt;&lt;br /&gt;
     &amp;lt;bUnitCombat&amp;gt;1&amp;lt;/bUnitCombat&amp;gt;&lt;br /&gt;
    &amp;lt;/UnitCombat&amp;gt;&lt;br /&gt;
   &amp;lt;/UnitCombats&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;Button&amp;gt;,Art/Interface/Buttons/Promotions/Combat1.dds,Art/Interface/Buttons/Promotions_Atlas.dds,8,2&amp;lt;/Button&amp;gt;&lt;br /&gt;
  &amp;lt;/PromotionInfo&amp;gt;&lt;br /&gt;
 &amp;lt;/PromotionInfos&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Civ4_XML_Files}}&lt;/div&gt;</summary>
		<author><name>Fulano</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Civ4_XML_Text&amp;diff=1568</id>
		<title>Civ4 XML Text</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Civ4_XML_Text&amp;diff=1568"/>
		<updated>2010-03-08T23:00:30Z</updated>

		<summary type="html">&lt;p&gt;Fulano: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
&lt;br /&gt;
These files control the text that is shown in the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Headers==&lt;br /&gt;
&lt;br /&gt;
These tags bracket other tags, and 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;
! Civ4GameText &lt;br /&gt;
| This begins and ends the file. Everything must go in between these two, or it will not work.&lt;br /&gt;
The opening tag usually looks like this:  &#039;&amp;lt;Civ4GameText xmlns=&amp;quot;http://www.firaxis.com&amp;quot;&amp;gt;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! TEXT&lt;br /&gt;
| Encloses the entry for each text key.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tag Reference==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tag&#039;&#039;&#039; - the tag that&#039;s used to reference the text by the rest of the game, in the form of TXT_KEY_SOMETHING&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;English&#039;&#039;&#039; - the text in English&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;French&#039;&#039;&#039; - the text in French&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;German&#039;&#039;&#039; - the text in German&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Italian&#039;&#039;&#039; - the text in Italian&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spanish&#039;&#039;&#039; - the text in Spanish&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gender&#039;&#039;&#039; (optional) - Male or Female, used with languages that assign each noun a gender.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plural&#039;&#039;&#039; (optional) - 0 = singular, 1 = plural.  Many text keys have 0:1 to include both singular and plural.  Usually used where the plural is something different than an &#039;s&#039; added to the end.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Text Files ==&lt;br /&gt;
&lt;br /&gt;
Unlike other XML files, these files can have any name and still be recognized by the game.  Most epic game files are Civ4GameText_*, but a file could be named anything.  For example, Assets\Text\XML\Buildings.xml would be recognized by the game without any SDK changes.  This can be done with no other type of XML file.&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;Civ4GameText xmlns=&amp;quot;http://www.firaxis.com&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;TEXT&amp;gt;&lt;br /&gt;
      &amp;lt;Tag&amp;gt;TXT_KEY_IMPROVEMENT_PASTURE&amp;lt;/Tag&amp;gt;&lt;br /&gt;
      &amp;lt;English&amp;gt;Pasture&amp;lt;/English&amp;gt;&lt;br /&gt;
      &amp;lt;French&amp;gt;&lt;br /&gt;
        &amp;lt;Text&amp;gt;P&amp;amp;#226;turage&amp;lt;/Text&amp;gt;&lt;br /&gt;
        &amp;lt;Gender&amp;gt;Male&amp;lt;/Gender&amp;gt;&lt;br /&gt;
        &amp;lt;Plural&amp;gt;0&amp;lt;/Plural&amp;gt;&lt;br /&gt;
      &amp;lt;/French&amp;gt;&lt;br /&gt;
      &amp;lt;German&amp;gt;&lt;br /&gt;
        &amp;lt;Text&amp;gt;Weide&amp;lt;/Text&amp;gt;&lt;br /&gt;
        &amp;lt;Gender&amp;gt;Male&amp;lt;/Gender&amp;gt;&lt;br /&gt;
        &amp;lt;Plural&amp;gt;0&amp;lt;/Plural&amp;gt;&lt;br /&gt;
      &amp;lt;/German&amp;gt;&lt;br /&gt;
      &amp;lt;Italian&amp;gt;&lt;br /&gt;
        &amp;lt;Text&amp;gt;Pascolo:Pascoli&amp;lt;/Text&amp;gt;&lt;br /&gt;
        &amp;lt;Gender&amp;gt;Male&amp;lt;/Gender&amp;gt;&lt;br /&gt;
        &amp;lt;Plural&amp;gt;0:1&amp;lt;/Plural&amp;gt;&lt;br /&gt;
      &amp;lt;/Italian&amp;gt;&lt;br /&gt;
      &amp;lt;Spanish&amp;gt;&lt;br /&gt;
        &amp;lt;Text&amp;gt;Pastizal:Pastizales&amp;lt;/Text&amp;gt;&lt;br /&gt;
        &amp;lt;Gender&amp;gt;Male&amp;lt;/Gender&amp;gt;&lt;br /&gt;
        &amp;lt;Plural&amp;gt;0:1&amp;lt;/Plural&amp;gt;&lt;br /&gt;
      &amp;lt;/Spanish&amp;gt;&lt;br /&gt;
    &amp;lt;/TEXT&amp;gt;&lt;br /&gt;
  &amp;lt;/Civ4GameText&amp;gt;&lt;/div&gt;</summary>
		<author><name>Fulano</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Civ4_XML_Text&amp;diff=1567</id>
		<title>Civ4 XML Text</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Civ4_XML_Text&amp;diff=1567"/>
		<updated>2010-03-08T22:48:53Z</updated>

		<summary type="html">&lt;p&gt;Fulano: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
&lt;br /&gt;
These files control the text that is shown in the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Headers==&lt;br /&gt;
&lt;br /&gt;
These tags bracket other tags, and 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;
! Civ4GameText &lt;br /&gt;
| This begins and ends the file. Everything must go in between these two, or it will not work.&lt;br /&gt;
The opening tag usually looks like this:  &#039;&amp;lt;Civ4GameText xmlns=&amp;quot;http://www.firaxis.com&amp;quot;&amp;gt;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! TEXT&lt;br /&gt;
| Encloses the entry for each text key.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tag Reference==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tag&#039;&#039;&#039; - the tag that&#039;s used to reference the text by the rest of the game, in the form of TXT_KEY_SOMETHING&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;English&#039;&#039;&#039; - the text in English&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;French&#039;&#039;&#039; - the text in French&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;German&#039;&#039;&#039; - the text in German&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Italian&#039;&#039;&#039; - the text in Italian&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spanish&#039;&#039;&#039; - the text in Spanish&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gender&#039;&#039;&#039; - Male or Female, used with languages that assign each noun a gender.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plural&#039;&#039;&#039; - 0 = singular, 1 = plural.  Many text keys have 0:1 to include both singular and plural.  Usually used where the plural is something different than an &#039;s&#039; added to the end.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Text Files ==&lt;br /&gt;
&lt;br /&gt;
Unlike other XML files, these files can have any name and still be recognized by the game.  Most epic game files are Civ4GameText_*, but a file could be named anything.  For example, Assets\Text\XML\Buildings.xml would be recognized by the game without any SDK changes.  This can be done with no other type of XML file.&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;Civ4GameText xmlns=&amp;quot;http://www.firaxis.com&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;TEXT&amp;gt;&lt;br /&gt;
      &amp;lt;Tag&amp;gt;TXT_KEY_IMPROVEMENT_PASTURE&amp;lt;/Tag&amp;gt;&lt;br /&gt;
      &amp;lt;English&amp;gt;Pasture&amp;lt;/English&amp;gt;&lt;br /&gt;
      &amp;lt;French&amp;gt;&lt;br /&gt;
        &amp;lt;Text&amp;gt;P&amp;amp;#226;turage&amp;lt;/Text&amp;gt;&lt;br /&gt;
        &amp;lt;Gender&amp;gt;Male&amp;lt;/Gender&amp;gt;&lt;br /&gt;
        &amp;lt;Plural&amp;gt;0&amp;lt;/Plural&amp;gt;&lt;br /&gt;
      &amp;lt;/French&amp;gt;&lt;br /&gt;
      &amp;lt;German&amp;gt;&lt;br /&gt;
        &amp;lt;Text&amp;gt;Weide&amp;lt;/Text&amp;gt;&lt;br /&gt;
        &amp;lt;Gender&amp;gt;Male&amp;lt;/Gender&amp;gt;&lt;br /&gt;
        &amp;lt;Plural&amp;gt;0&amp;lt;/Plural&amp;gt;&lt;br /&gt;
      &amp;lt;/German&amp;gt;&lt;br /&gt;
      &amp;lt;Italian&amp;gt;&lt;br /&gt;
        &amp;lt;Text&amp;gt;Pascolo:Pascoli&amp;lt;/Text&amp;gt;&lt;br /&gt;
        &amp;lt;Gender&amp;gt;Male&amp;lt;/Gender&amp;gt;&lt;br /&gt;
        &amp;lt;Plural&amp;gt;0:1&amp;lt;/Plural&amp;gt;&lt;br /&gt;
      &amp;lt;/Italian&amp;gt;&lt;br /&gt;
      &amp;lt;Spanish&amp;gt;&lt;br /&gt;
        &amp;lt;Text&amp;gt;Pastizal:Pastizales&amp;lt;/Text&amp;gt;&lt;br /&gt;
        &amp;lt;Gender&amp;gt;Male&amp;lt;/Gender&amp;gt;&lt;br /&gt;
        &amp;lt;Plural&amp;gt;0:1&amp;lt;/Plural&amp;gt;&lt;br /&gt;
      &amp;lt;/Spanish&amp;gt;&lt;br /&gt;
    &amp;lt;/TEXT&amp;gt;&lt;br /&gt;
  &amp;lt;/Civ4GameText&amp;gt;&lt;/div&gt;</summary>
		<author><name>Fulano</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Civ4_XML_Text&amp;diff=1566</id>
		<title>Civ4 XML Text</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Civ4_XML_Text&amp;diff=1566"/>
		<updated>2010-03-08T22:40:01Z</updated>

		<summary type="html">&lt;p&gt;Fulano: /* Tag Reference */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
&lt;br /&gt;
These files control the text that is shown in the game.&lt;br /&gt;
&lt;br /&gt;
==Tag Reference==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tag&#039;&#039;&#039; - the tag that&#039;s used to reference the text by the rest of the game, in the form of TXT_KEY_SOMETHING&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;English&#039;&#039;&#039; - the text in English&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;French&#039;&#039;&#039; - the text in French&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;German&#039;&#039;&#039; - the text in German&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Italian&#039;&#039;&#039; - the text in Italian&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spanish&#039;&#039;&#039; - the text in Spanish&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gender&#039;&#039;&#039; - Male or Female, used with languages that assign each noun a gender.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plural&#039;&#039;&#039; - 0 = singular, 1 = plural.  Many text keys have 0:1 to include both singular and plural.  Usually used where the plural is something different than an &#039;s&#039; added to the end.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;Civ4GameText xmlns=&amp;quot;http://www.firaxis.com&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;TEXT&amp;gt;&lt;br /&gt;
      &amp;lt;Tag&amp;gt;TXT_KEY_IMPROVEMENT_PASTURE&amp;lt;/Tag&amp;gt;&lt;br /&gt;
      &amp;lt;English&amp;gt;Pasture&amp;lt;/English&amp;gt;&lt;br /&gt;
      &amp;lt;French&amp;gt;&lt;br /&gt;
        &amp;lt;Text&amp;gt;P&amp;amp;#226;turage&amp;lt;/Text&amp;gt;&lt;br /&gt;
        &amp;lt;Gender&amp;gt;Male&amp;lt;/Gender&amp;gt;&lt;br /&gt;
        &amp;lt;Plural&amp;gt;0&amp;lt;/Plural&amp;gt;&lt;br /&gt;
      &amp;lt;/French&amp;gt;&lt;br /&gt;
      &amp;lt;German&amp;gt;&lt;br /&gt;
        &amp;lt;Text&amp;gt;Weide&amp;lt;/Text&amp;gt;&lt;br /&gt;
        &amp;lt;Gender&amp;gt;Male&amp;lt;/Gender&amp;gt;&lt;br /&gt;
        &amp;lt;Plural&amp;gt;0&amp;lt;/Plural&amp;gt;&lt;br /&gt;
      &amp;lt;/German&amp;gt;&lt;br /&gt;
      &amp;lt;Italian&amp;gt;&lt;br /&gt;
        &amp;lt;Text&amp;gt;Pascolo:Pascoli&amp;lt;/Text&amp;gt;&lt;br /&gt;
        &amp;lt;Gender&amp;gt;Male&amp;lt;/Gender&amp;gt;&lt;br /&gt;
        &amp;lt;Plural&amp;gt;0:1&amp;lt;/Plural&amp;gt;&lt;br /&gt;
      &amp;lt;/Italian&amp;gt;&lt;br /&gt;
      &amp;lt;Spanish&amp;gt;&lt;br /&gt;
        &amp;lt;Text&amp;gt;Pastizal:Pastizales&amp;lt;/Text&amp;gt;&lt;br /&gt;
        &amp;lt;Gender&amp;gt;Male&amp;lt;/Gender&amp;gt;&lt;br /&gt;
        &amp;lt;Plural&amp;gt;0:1&amp;lt;/Plural&amp;gt;&lt;br /&gt;
      &amp;lt;/Spanish&amp;gt;&lt;br /&gt;
    &amp;lt;/TEXT&amp;gt;&lt;br /&gt;
  &amp;lt;/Civ4GameText&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Text Files ==&lt;br /&gt;
&lt;br /&gt;
Unlike other XML files, these files can have any name and still be recognized by the game.  Most epic game files are Civ4GameText_*, but a file could be named anything.  For example, Assets\Text\XML\Buildings.xml would be recognized by the game without any SDK changes.  This can be done with no other type of XML file.&lt;/div&gt;</summary>
		<author><name>Fulano</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Civ4PromotionInfos&amp;diff=1562</id>
		<title>Civ4PromotionInfos</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Civ4PromotionInfos&amp;diff=1562"/>
		<updated>2010-03-06T16:23:57Z</updated>

		<summary type="html">&lt;p&gt;Fulano: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Civ4PromotionInfos&#039;&#039;&#039; file defines the characteristics of each of the game&#039;s promotions, or bonuses that units receive as they acquire experience points.  The order the promotions are listed in this file is the order they will be listed on a new unit in the game.&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;
! PromotionInfos&lt;br /&gt;
| This begins and ends the file. Everything must go in between these two, or it will not work.&lt;br /&gt;
|-&lt;br /&gt;
! PromotionInfo&lt;br /&gt;
| Encloses the entry for each promotion.&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;
! Type&lt;br /&gt;
| The name of the promotion, which must be unique.&lt;br /&gt;
|-&lt;br /&gt;
! Description&lt;br /&gt;
| The name given to the promotion in the game.&lt;br /&gt;
|-&lt;br /&gt;
! Help&lt;br /&gt;
| Optional. A text that can include some more information to display. The text is specified in any of the Assets\XML\Text files.&lt;br /&gt;
|-&lt;br /&gt;
! Sound&lt;br /&gt;
| In the game, always AS2D_IF_LEVELUP; this is the sound played when the promotion is given to a unit.&lt;br /&gt;
|-&lt;br /&gt;
! LayerAnimationPath&lt;br /&gt;
| Unknown.&lt;br /&gt;
|-&lt;br /&gt;
! PromotionPrereq&lt;br /&gt;
| Any unit needs this promotion to take the promotion. It can be NONE.&lt;br /&gt;
|-&lt;br /&gt;
! PromotionPrereqOr1&lt;br /&gt;
| If the unit has this and the promotion defined in PromotionPrereq, it can take this promotion.&lt;br /&gt;
|-&lt;br /&gt;
! PromotionPrereqOr2&lt;br /&gt;
| If the unit has this and the promotion defined in PromotionPrereq, it can take this promotion.&lt;br /&gt;
|-&lt;br /&gt;
! TechPrereq&lt;br /&gt;
| Can be NONE; this is the technology needed to get this promotion.  For example, Blitz comes with Military Science.&lt;br /&gt;
|-&lt;br /&gt;
! StateReligionPrereq&lt;br /&gt;
| Can be NONE; this is the State Religion needed to get this promotion.&lt;br /&gt;
|-&lt;br /&gt;
! Button&lt;br /&gt;
| A comma separated field that lists four things: the path of the normal promotion image, the path of the smaller image for this promotion, and then x-y grid coordinates of the smaller image. The second file path is for the button used in the civilopedia, among other places. &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;
! iVisibilityChange&lt;br /&gt;
| The number of tiles that the unit&#039;s Line of Sight increases by&lt;br /&gt;
|-&lt;br /&gt;
! iMovesChange&lt;br /&gt;
| The number of extra moves that the promotion gives a unit&lt;br /&gt;
|-&lt;br /&gt;
! iMoveDiscountChange&lt;br /&gt;
| Lowers the cost of moving into difficult terrain&lt;br /&gt;
|-&lt;br /&gt;
! iOrderPriority&lt;br /&gt;
| Optional. &amp;lt;font color=red&amp;gt;Not sure what this does.&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! iAirRangeChange&lt;br /&gt;
| The amount by which the unit&#039;s Air Range increases&lt;br /&gt;
|-&lt;br /&gt;
! iInterceptChange&lt;br /&gt;
| The amount by which the unit&#039;s interception chance increases, in %.&lt;br /&gt;
|-&lt;br /&gt;
! iEvasionChange&lt;br /&gt;
| The amount by which the unit&#039;s evasion chance increases, in %.&lt;br /&gt;
|-&lt;br /&gt;
! iWithdrawalChange&lt;br /&gt;
| The amount by which the unit&#039;s withdrawal chance increases, in %.&lt;br /&gt;
|-&lt;br /&gt;
! iCargoChange&lt;br /&gt;
| The amount by which the unit&#039;s cargo capacity increases.&lt;br /&gt;
|-&lt;br /&gt;
! iCollateralDamageChange&lt;br /&gt;
| The amount by which the collateral damage inflicted by the unit increases.&lt;br /&gt;
|-&lt;br /&gt;
! iBombardRateChange&lt;br /&gt;
| The amount by which the damage which the unit does to fortifications increases.&lt;br /&gt;
|-&lt;br /&gt;
! iFirstStrikesChange&lt;br /&gt;
| The amount by which the number of First Strikes that the unit has increases.&lt;br /&gt;
|-&lt;br /&gt;
! iChanceFirstStrikesChange&lt;br /&gt;
| The amount by which the  number of First Strike Chances that the unit has increases.&lt;br /&gt;
|-&lt;br /&gt;
! iEnemyHealChange&lt;br /&gt;
| Increases the unit&#039;s damage healing capabilities in enemy territory by the given percentage.&lt;br /&gt;
|-&lt;br /&gt;
!iNeutralHealChange&lt;br /&gt;
| Increases the unit&#039;s damage healing capabilities in neutral territory by the given percentage.&lt;br /&gt;
|-&lt;br /&gt;
!iFriendlyHealChange&lt;br /&gt;
| Increases the unit&#039;s damage healing capabilities in friendly territory by the given percentage.&lt;br /&gt;
|-&lt;br /&gt;
!iSameTileHealChange&lt;br /&gt;
| Increases the unit&#039;s ability to heal other units on the same tile by the given percentage.&lt;br /&gt;
|-&lt;br /&gt;
!iAdjacentTileHealChange&lt;br /&gt;
| Increases the unit&#039;s ability to heal other units in adjacent tiles by the given percentage.&lt;br /&gt;
|-&lt;br /&gt;
!iCombatPercent&lt;br /&gt;
| Increases the unit&#039;s strength value by the given percentage.&lt;br /&gt;
|-&lt;br /&gt;
!iCityAttack&lt;br /&gt;
| Increases the unit&#039;s strength value by the given percentage when attacking a city.&lt;br /&gt;
|-&lt;br /&gt;
!iCityDefense&lt;br /&gt;
| Increases the unit&#039;s strength value by the given percentage when defending a city.&lt;br /&gt;
|-&lt;br /&gt;
!iHillsAttack&lt;br /&gt;
| Increases the unit&#039;s strength value by the given percentage when attacking onto a hill.&lt;br /&gt;
|-&lt;br /&gt;
!iHillsDefense&lt;br /&gt;
| Increases the unit&#039;s strength value by the given percentage when defending on a hill.&lt;br /&gt;
|-&lt;br /&gt;
!iKamikazePercent&lt;br /&gt;
| Raises the units strength by iKamikazePercent BUT the unit will die in its next combat.&lt;br /&gt;
|-&lt;br /&gt;
!iRevoltProtection&lt;br /&gt;
| Percentage decrease in base city revolt chance.  (All current promotions have a value of 0).&lt;br /&gt;
|-&lt;br /&gt;
!iCollateralDamageProtection&lt;br /&gt;
| Decreases the damage a unit takes from collateral damage by the given percentage value (e.g. Drill II has a percentage value of 20).&lt;br /&gt;
|-&lt;br /&gt;
!iPillageChange&lt;br /&gt;
| Increases the amount of gold received when pillaging.  It is a percent.  All promotions have a value of 0.&lt;br /&gt;
|-&lt;br /&gt;
!iUpgradeDiscount&lt;br /&gt;
| Decreases the cost to upgrade a unit by the given percentage (e.g. units with the default promotion from a Great General, which has a value of 100, upgrade for free).&lt;br /&gt;
|-&lt;br /&gt;
!iExperiencePercent&lt;br /&gt;
| Increases the experience points received by a unit in combat by the given percentage.&lt;br /&gt;
|-&lt;br /&gt;
!iHotKeyPriority&lt;br /&gt;
| Unknown.  All promotions have a value of 0.  Possibly used to set what has priority when two things use the same hotkey.&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;
! bLeader&lt;br /&gt;
| The promotion gives the unit a Warlord&lt;br /&gt;
|-&lt;br /&gt;
! bBlitz&lt;br /&gt;
| The promotion lets the unit attack multiple times per turn&lt;br /&gt;
|-&lt;br /&gt;
! bAmphib&lt;br /&gt;
| The promotion lets the unit cross rivers and attack out of a transport without penalties&lt;br /&gt;
|-&lt;br /&gt;
! bRiver&lt;br /&gt;
| The promotion lets the unit ignore rivers&lt;br /&gt;
|-&lt;br /&gt;
! bEnemyRoute&lt;br /&gt;
| The promotion lets the unit use enemy roads&lt;br /&gt;
|-&lt;br /&gt;
! bAlwaysHeal&lt;br /&gt;
| The promotion lets the unit heal while moving&lt;br /&gt;
|-&lt;br /&gt;
! bHillsDoubleMove&lt;br /&gt;
| The promotion lets the unit move twice as fast in Hills&lt;br /&gt;
|-&lt;br /&gt;
! bImmuneToFirstStrikes&lt;br /&gt;
| The promotion means that the unit cannot be affected by enemy First Strikes&lt;br /&gt;
|-&lt;br /&gt;
!bAltDown&lt;br /&gt;
| Unknown.  All promotions have a value of 0.  Presumably used for assigning hotkeys.&lt;br /&gt;
|-&lt;br /&gt;
!bShiftDown&lt;br /&gt;
| Unknown.  All promotions have a value of 0.  Presumably used for assigning hotkeys.&lt;br /&gt;
|-&lt;br /&gt;
!bCtrlDown&lt;br /&gt;
| Unknown.  All promotions have a value of 0.  Presumably used for assigning hotkeys.&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;
!TerrainAttacks&lt;br /&gt;
| Changes the strength modifier for attacking onto the specified terrain types by the given percentage.&lt;br /&gt;
|-&lt;br /&gt;
!TerrainDefenses&lt;br /&gt;
| Changes the strength modifier for defending on the specified terrain types by the given percentage.&lt;br /&gt;
|-&lt;br /&gt;
!FeatureAttacks&lt;br /&gt;
| Changes the strength modifier for attacking onto the specified feature types by the given percentage.&lt;br /&gt;
|-&lt;br /&gt;
!FeatureDefenses&lt;br /&gt;
| Changes the strength modifier for defending on the specified feature types by the given percentage.&lt;br /&gt;
|-&lt;br /&gt;
!UnitCombatMods&lt;br /&gt;
| Changes the strength modifier for fighting against the specified unit types by the given percentage.&lt;br /&gt;
|-&lt;br /&gt;
!DomainMods&lt;br /&gt;
| Changes the strength modifier for fighting against the specified domain (naval units, land units, etc.) by the given percentage.&lt;br /&gt;
|-&lt;br /&gt;
!TerrainDoubleMoves&lt;br /&gt;
| Halves the movement cost for the unit on this type of terrain.&lt;br /&gt;
|-&lt;br /&gt;
!FeatureDoubleMoves&lt;br /&gt;
| Halves the movement cost for the unit on this type of feature.&lt;br /&gt;
|-&lt;br /&gt;
!UnitCombats&lt;br /&gt;
| Controls which unit combat types can receive this promotion.&lt;br /&gt;
|-&lt;br /&gt;
!HotKey&lt;br /&gt;
| Not used in the standard game.  Assigns a hotkey for this promotion.&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;PromotionInfos&amp;gt;&lt;br /&gt;
  &amp;lt;PromotionInfo&amp;gt;&lt;br /&gt;
   &amp;lt;Type&amp;gt;PROMOTION_COMBAT1&amp;lt;/Type&amp;gt;&lt;br /&gt;
   &amp;lt;Description&amp;gt;TXT_KEY_PROMOTION_COMBAT1&amp;lt;/Description&amp;gt;&lt;br /&gt;
   &amp;lt;Sound&amp;gt;AS2D_IF_LEVELUP&amp;lt;/Sound&amp;gt;&lt;br /&gt;
   &amp;lt;LayerAnimationPath&amp;gt;NONE&amp;lt;/LayerAnimationPath&amp;gt;&lt;br /&gt;
   &amp;lt;PromotionPrereq&amp;gt;NONE&amp;lt;/PromotionPrereq&amp;gt;&lt;br /&gt;
   &amp;lt;PromotionPrereqOr1&amp;gt;NONE&amp;lt;/PromotionPrereqOr1&amp;gt;&lt;br /&gt;
   &amp;lt;PromotionPrereqOr2&amp;gt;NONE&amp;lt;/PromotionPrereqOr2&amp;gt;&lt;br /&gt;
   &amp;lt;TechPrereq&amp;gt;NONE&amp;lt;/TechPrereq&amp;gt;&lt;br /&gt;
   &amp;lt;StateReligionPrereq&amp;gt;NONE&amp;lt;/StateReligionPrereq&amp;gt;&lt;br /&gt;
   &amp;lt;bLeader&amp;gt;0&amp;lt;/bLeader&amp;gt;&lt;br /&gt;
   &amp;lt;bBlitz&amp;gt;0&amp;lt;/bBlitz&amp;gt;&lt;br /&gt;
   &amp;lt;bAmphib&amp;gt;0&amp;lt;/bAmphib&amp;gt;&lt;br /&gt;
   &amp;lt;bRiver&amp;gt;0&amp;lt;/bRiver&amp;gt;&lt;br /&gt;
   &amp;lt;bEnemyRoute&amp;gt;0&amp;lt;/bEnemyRoute&amp;gt;&lt;br /&gt;
   &amp;lt;bAlwaysHeal&amp;gt;0&amp;lt;/bAlwaysHeal&amp;gt;&lt;br /&gt;
   &amp;lt;bHillsDoubleMove&amp;gt;0&amp;lt;/bHillsDoubleMove&amp;gt;&lt;br /&gt;
   &amp;lt;bImmuneToFirstStrikes&amp;gt;0&amp;lt;/bImmuneToFirstStrikes&amp;gt;&lt;br /&gt;
   &amp;lt;iVisibilityChange&amp;gt;0&amp;lt;/iVisibilityChange&amp;gt;&lt;br /&gt;
   &amp;lt;iMovesChange&amp;gt;0&amp;lt;/iMovesChange&amp;gt;&lt;br /&gt;
   &amp;lt;iMoveDiscountChange&amp;gt;0&amp;lt;/iMoveDiscountChange&amp;gt;&lt;br /&gt;
   &amp;lt;iAirRangeChange&amp;gt;0&amp;lt;/iAirRangeChange&amp;gt;&lt;br /&gt;
   &amp;lt;iInterceptChange&amp;gt;0&amp;lt;/iInterceptChange&amp;gt;&lt;br /&gt;
   &amp;lt;iEvasionChange&amp;gt;0&amp;lt;/iEvasionChange&amp;gt;&lt;br /&gt;
   &amp;lt;iWithdrawalChange&amp;gt;0&amp;lt;/iWithdrawalChange&amp;gt;&lt;br /&gt;
   &amp;lt;iCargoChange&amp;gt;0&amp;lt;/iCargoChange&amp;gt;&lt;br /&gt;
   &amp;lt;iCollateralDamageChange&amp;gt;0&amp;lt;/iCollateralDamageChange&amp;gt;&lt;br /&gt;
   &amp;lt;iBombardRateChange&amp;gt;0&amp;lt;/iBombardRateChange&amp;gt;&lt;br /&gt;
   &amp;lt;iFirstStrikesChange&amp;gt;0&amp;lt;/iFirstStrikesChange&amp;gt;&lt;br /&gt;
   &amp;lt;iChanceFirstStrikesChange&amp;gt;0&amp;lt;/iChanceFirstStrikesChange&amp;gt;&lt;br /&gt;
   &amp;lt;iEnemyHealChange&amp;gt;0&amp;lt;/iEnemyHealChange&amp;gt;&lt;br /&gt;
   &amp;lt;iNeutralHealChange&amp;gt;0&amp;lt;/iNeutralHealChange&amp;gt;&lt;br /&gt;
   &amp;lt;iFriendlyHealChange&amp;gt;0&amp;lt;/iFriendlyHealChange&amp;gt;&lt;br /&gt;
   &amp;lt;iSameTileHealChange&amp;gt;0&amp;lt;/iSameTileHealChange&amp;gt;&lt;br /&gt;
   &amp;lt;iAdjacentTileHealChange&amp;gt;0&amp;lt;/iAdjacentTileHealChange&amp;gt;&lt;br /&gt;
   &amp;lt;iCombatPercent&amp;gt;10&amp;lt;/iCombatPercent&amp;gt;&lt;br /&gt;
   &amp;lt;iCityAttack&amp;gt;0&amp;lt;/iCityAttack&amp;gt;&lt;br /&gt;
   &amp;lt;iCityDefense&amp;gt;0&amp;lt;/iCityDefense&amp;gt;&lt;br /&gt;
   &amp;lt;iHillsAttack&amp;gt;0&amp;lt;/iHillsAttack&amp;gt;&lt;br /&gt;
   &amp;lt;iHillsDefense&amp;gt;0&amp;lt;/iHillsDefense&amp;gt;&lt;br /&gt;
   &amp;lt;iKamikazePercent&amp;gt;0&amp;lt;/iKamikazePercent&amp;gt;&lt;br /&gt;
   &amp;lt;iRevoltProtection&amp;gt;0&amp;lt;/iRevoltProtection&amp;gt;&lt;br /&gt;
   &amp;lt;iCollateralDamageProtection&amp;gt;0&amp;lt;/iCollateralDamageProtection&amp;gt;&lt;br /&gt;
   &amp;lt;iPillageChange&amp;gt;0&amp;lt;/iPillageChange&amp;gt;&lt;br /&gt;
   &amp;lt;iUpgradeDiscount&amp;gt;0&amp;lt;/iUpgradeDiscount&amp;gt;&lt;br /&gt;
   &amp;lt;iExperiencePercent&amp;gt;0&amp;lt;/iExperiencePercent&amp;gt;&lt;br /&gt;
   &amp;lt;TerrainAttacks/&amp;gt;&lt;br /&gt;
   &amp;lt;TerrainDefenses/&amp;gt;&lt;br /&gt;
   &amp;lt;FeatureAttacks/&amp;gt;&lt;br /&gt;
   &amp;lt;FeatureDefenses/&amp;gt;&lt;br /&gt;
   &amp;lt;UnitCombatMods/&amp;gt;&lt;br /&gt;
   &amp;lt;DomainMods/&amp;gt;&lt;br /&gt;
   &amp;lt;TerrainDoubleMoves/&amp;gt;&lt;br /&gt;
   &amp;lt;FeatureDoubleMoves/&amp;gt;&lt;br /&gt;
   &amp;lt;UnitCombats&amp;gt;&lt;br /&gt;
    &amp;lt;UnitCombat&amp;gt;&lt;br /&gt;
     &amp;lt;UnitCombatType&amp;gt;UNITCOMBAT_RECON&amp;lt;/UnitCombatType&amp;gt;&lt;br /&gt;
     &amp;lt;bUnitCombat&amp;gt;1&amp;lt;/bUnitCombat&amp;gt;&lt;br /&gt;
    &amp;lt;/UnitCombat&amp;gt;&lt;br /&gt;
    &amp;lt;UnitCombat&amp;gt;&lt;br /&gt;
     &amp;lt;UnitCombatType&amp;gt;UNITCOMBAT_ARCHER&amp;lt;/UnitCombatType&amp;gt;&lt;br /&gt;
     &amp;lt;bUnitCombat&amp;gt;1&amp;lt;/bUnitCombat&amp;gt;&lt;br /&gt;
    &amp;lt;/UnitCombat&amp;gt;&lt;br /&gt;
    &amp;lt;UnitCombat&amp;gt;&lt;br /&gt;
     &amp;lt;UnitCombatType&amp;gt;UNITCOMBAT_MOUNTED&amp;lt;/UnitCombatType&amp;gt;&lt;br /&gt;
     &amp;lt;bUnitCombat&amp;gt;1&amp;lt;/bUnitCombat&amp;gt;&lt;br /&gt;
    &amp;lt;/UnitCombat&amp;gt;&lt;br /&gt;
    &amp;lt;UnitCombat&amp;gt;&lt;br /&gt;
     &amp;lt;UnitCombatType&amp;gt;UNITCOMBAT_MELEE&amp;lt;/UnitCombatType&amp;gt;&lt;br /&gt;
     &amp;lt;bUnitCombat&amp;gt;1&amp;lt;/bUnitCombat&amp;gt;&lt;br /&gt;
    &amp;lt;/UnitCombat&amp;gt;&lt;br /&gt;
    &amp;lt;UnitCombat&amp;gt;&lt;br /&gt;
     &amp;lt;UnitCombatType&amp;gt;UNITCOMBAT_GUN&amp;lt;/UnitCombatType&amp;gt;&lt;br /&gt;
     &amp;lt;bUnitCombat&amp;gt;1&amp;lt;/bUnitCombat&amp;gt;&lt;br /&gt;
    &amp;lt;/UnitCombat&amp;gt;&lt;br /&gt;
    &amp;lt;UnitCombat&amp;gt;&lt;br /&gt;
     &amp;lt;UnitCombatType&amp;gt;UNITCOMBAT_ARMOR&amp;lt;/UnitCombatType&amp;gt;&lt;br /&gt;
     &amp;lt;bUnitCombat&amp;gt;1&amp;lt;/bUnitCombat&amp;gt;&lt;br /&gt;
    &amp;lt;/UnitCombat&amp;gt;&lt;br /&gt;
    &amp;lt;UnitCombat&amp;gt;&lt;br /&gt;
     &amp;lt;UnitCombatType&amp;gt;UNITCOMBAT_HELICOPTER&amp;lt;/UnitCombatType&amp;gt;&lt;br /&gt;
     &amp;lt;bUnitCombat&amp;gt;1&amp;lt;/bUnitCombat&amp;gt;&lt;br /&gt;
    &amp;lt;/UnitCombat&amp;gt;&lt;br /&gt;
    &amp;lt;UnitCombat&amp;gt;&lt;br /&gt;
     &amp;lt;UnitCombatType&amp;gt;UNITCOMBAT_NAVAL&amp;lt;/UnitCombatType&amp;gt;&lt;br /&gt;
     &amp;lt;bUnitCombat&amp;gt;1&amp;lt;/bUnitCombat&amp;gt;&lt;br /&gt;
    &amp;lt;/UnitCombat&amp;gt;&lt;br /&gt;
    &amp;lt;UnitCombat&amp;gt;&lt;br /&gt;
     &amp;lt;UnitCombatType&amp;gt;UNITCOMBAT_AIR&amp;lt;/UnitCombatType&amp;gt;&lt;br /&gt;
     &amp;lt;bUnitCombat&amp;gt;1&amp;lt;/bUnitCombat&amp;gt;&lt;br /&gt;
    &amp;lt;/UnitCombat&amp;gt;&lt;br /&gt;
   &amp;lt;/UnitCombats&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;Button&amp;gt;,Art/Interface/Buttons/Promotions/Combat1.dds,Art/Interface/Buttons/Promotions_Atlas.dds,8,2&amp;lt;/Button&amp;gt;&lt;br /&gt;
  &amp;lt;/PromotionInfo&amp;gt;&lt;br /&gt;
 &amp;lt;/PromotionInfos&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Civ4_XML_Files}}&lt;/div&gt;</summary>
		<author><name>Fulano</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Civ4PromotionInfos&amp;diff=1561</id>
		<title>Civ4PromotionInfos</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Civ4PromotionInfos&amp;diff=1561"/>
		<updated>2010-03-06T16:20:42Z</updated>

		<summary type="html">&lt;p&gt;Fulano: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Civ4PromotionInfos&#039;&#039;&#039; file defines the characteristics of each of the game&#039;s promotions, or bonuses that units receive as they acquire experience points.  The order the promotions are listed in this file is the order they will be listed on a new unit in the game.&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;
! PromotionInfos&lt;br /&gt;
| This begins and ends the file. Everything must go in between these two, or it will not work.&lt;br /&gt;
|-&lt;br /&gt;
! PromotionInfo&lt;br /&gt;
| Encloses the entry for each promotion.&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;
! Type&lt;br /&gt;
| The name of the promotion, which must be unique.&lt;br /&gt;
|-&lt;br /&gt;
! Description&lt;br /&gt;
| The name given to the promotion in the game.&lt;br /&gt;
|-&lt;br /&gt;
! Help&lt;br /&gt;
| Optional. A text that can include some more information to display. The text is specified in any of the Assets\XML\Text files.&lt;br /&gt;
|-&lt;br /&gt;
! Sound&lt;br /&gt;
| In the game, always AS2D_IF_LEVELUP; this is the sound played when the promotion is given to a unit.&lt;br /&gt;
|-&lt;br /&gt;
! LayerAnimationPath&lt;br /&gt;
| Unknown.&lt;br /&gt;
|-&lt;br /&gt;
! PromotionPrereq&lt;br /&gt;
| Any unit needs this promotion to take the promotion. It can be NONE.&lt;br /&gt;
|-&lt;br /&gt;
! PromotionPrereqOr1&lt;br /&gt;
| If the unit has this and the promotion defined in PromotionPrereq, it can take this promotion.&lt;br /&gt;
|-&lt;br /&gt;
! PromotionPrereqOr2&lt;br /&gt;
| If the unit has this and the promotion defined in PromotionPrereq, it can take this promotion.&lt;br /&gt;
|-&lt;br /&gt;
! TechPrereq&lt;br /&gt;
| Can be NONE; this is the technology needed to get this promotion.  For example, Blitz comes with Military Science.&lt;br /&gt;
|-&lt;br /&gt;
! StateReligionPrereq&lt;br /&gt;
| Can be NONE; this is the State Religion needed to get this promotion.&lt;br /&gt;
|-&lt;br /&gt;
! Button&lt;br /&gt;
| A comma separated field that lists four things: the path of the normal promotion image, the path of the smaller image for this promotion, and then x-y grid coordinates of the smaller image. The second file path is for the button used in the civilopedia, among other places. &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;
! iVisibilityChange&lt;br /&gt;
| The number of tiles that the unit&#039;s Line of Sight increases by&lt;br /&gt;
|-&lt;br /&gt;
! iMovesChange&lt;br /&gt;
| The number of extra moves that the promotion gives a unit&lt;br /&gt;
|-&lt;br /&gt;
! iMoveDiscountChange&lt;br /&gt;
| Lowers the cost of moving into difficult terrain&lt;br /&gt;
|-&lt;br /&gt;
! iOrderPriority&lt;br /&gt;
| Optional. &amp;lt;font color=red&amp;gt;Not sure what this does.&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! iAirRangeChange&lt;br /&gt;
| The amount by which the unit&#039;s Air Range increases&lt;br /&gt;
|-&lt;br /&gt;
! iInterceptChange&lt;br /&gt;
| The amount by which the unit&#039;s interception chance increases, in %.&lt;br /&gt;
|-&lt;br /&gt;
! iEvasionChange&lt;br /&gt;
| The amount by which the unit&#039;s evasion chance increases, in %.&lt;br /&gt;
|-&lt;br /&gt;
! iWithdrawalChange&lt;br /&gt;
| The amount by which the unit&#039;s withdrawal chance increases, in %.&lt;br /&gt;
|-&lt;br /&gt;
! iCargoChange&lt;br /&gt;
| The amount by which the unit&#039;s cargo capacity increases.&lt;br /&gt;
|-&lt;br /&gt;
! iCollateralDamageChange&lt;br /&gt;
| The amount by which the collateral damage inflicted by the unit increases.&lt;br /&gt;
|-&lt;br /&gt;
! iBombardRateChange&lt;br /&gt;
| The amount by which the damage which the unit does to fortifications increases.&lt;br /&gt;
|-&lt;br /&gt;
! iFirstStrikesChange&lt;br /&gt;
| The amount by which the number of First Strikes that the unit has increases.&lt;br /&gt;
|-&lt;br /&gt;
! iChanceFirstStrikesChange&lt;br /&gt;
| The amount by which the  number of First Strike Chances that the unit has increases.&lt;br /&gt;
|-&lt;br /&gt;
! iEnemyHealChange&lt;br /&gt;
| Increases the unit&#039;s damage healing capabilities in enemy territory by the given percentage.&lt;br /&gt;
|-&lt;br /&gt;
!iNeutralHealChange&lt;br /&gt;
| Increases the unit&#039;s damage healing capabilities in neutral territory by the given percentage.&lt;br /&gt;
|-&lt;br /&gt;
!iFriendlyHealChange&lt;br /&gt;
| Increases the unit&#039;s damage healing capabilities in friendly territory by the given percentage.&lt;br /&gt;
|-&lt;br /&gt;
!iSameTileHealChange&lt;br /&gt;
| Increases the unit&#039;s ability to heal other units on the same tile by the given percentage.&lt;br /&gt;
|-&lt;br /&gt;
!iAdjacentTileHealChange&lt;br /&gt;
| Increases the unit&#039;s ability to heal other units in adjacent tiles by the given percentage.&lt;br /&gt;
|-&lt;br /&gt;
!iCombatPercent&lt;br /&gt;
| Increases the unit&#039;s strength value by the given percentage.&lt;br /&gt;
|-&lt;br /&gt;
!iCityAttack&lt;br /&gt;
| Increases the unit&#039;s strength value by the given percentage when attacking a city.&lt;br /&gt;
|-&lt;br /&gt;
!iCityDefense&lt;br /&gt;
| Increases the unit&#039;s strength value by the given percentage when defending a city.&lt;br /&gt;
|-&lt;br /&gt;
!iHillsAttack&lt;br /&gt;
| Increases the unit&#039;s strength value by the given percentage when attacking onto a hill.&lt;br /&gt;
|-&lt;br /&gt;
!iHillsDefense&lt;br /&gt;
| Increases the unit&#039;s strength value by the given percentage when defending on a hill.&lt;br /&gt;
|-&lt;br /&gt;
!iKamikazePercent&lt;br /&gt;
| Raises the units strength by iKamikazePercent BUT the unit will die in its next combat.&lt;br /&gt;
|-&lt;br /&gt;
!iRevoltProtection&lt;br /&gt;
| Percentage decrease in base city revolt chance.  (All current promotions have a value of 0).&lt;br /&gt;
|-&lt;br /&gt;
!iCollateralDamageProtection&lt;br /&gt;
| Decreases the damage a unit takes from collateral damage by the given percentage value (e.g. Drill II has a percentage value of 20).&lt;br /&gt;
|-&lt;br /&gt;
!iPillageChange&lt;br /&gt;
| Increases the amount of gold received when pillaging.  All promotions have a value of 0.&lt;br /&gt;
|-&lt;br /&gt;
!iUpgradeDiscount&lt;br /&gt;
| Decreases the cost to upgrade a unit by the given percentage (e.g. units with the default promotion from a Great General, which has a value of 100, upgrade for free).&lt;br /&gt;
|-&lt;br /&gt;
!iExperiencePercent&lt;br /&gt;
| Increases the experience points received by a unit in combat by the given percentage.&lt;br /&gt;
|-&lt;br /&gt;
!iHotKeyPriority&lt;br /&gt;
| Unknown.  All promotions have a value of 0.  Possibly used to set what has priority when two things have the same hotkey.&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;
! bLeader&lt;br /&gt;
| The promotion gives the unit a Warlord&lt;br /&gt;
|-&lt;br /&gt;
! bBlitz&lt;br /&gt;
| The promotion lets the unit attack multiple times per turn&lt;br /&gt;
|-&lt;br /&gt;
! bAmphib&lt;br /&gt;
| The promotion lets the unit cross rivers and attack out of a transport without penalties&lt;br /&gt;
|-&lt;br /&gt;
! bRiver&lt;br /&gt;
| The promotion lets the unit ignore rivers&lt;br /&gt;
|-&lt;br /&gt;
! bEnemyRoute&lt;br /&gt;
| The promotion lets the unit use enemy roads&lt;br /&gt;
|-&lt;br /&gt;
! bAlwaysHeal&lt;br /&gt;
| The promotion lets the unit heal while moving&lt;br /&gt;
|-&lt;br /&gt;
! bHillsDoubleMove&lt;br /&gt;
| The promotion lets the unit move twice as fast in Hills&lt;br /&gt;
|-&lt;br /&gt;
! bImmuneToFirstStrikes&lt;br /&gt;
| The promotion means that the unit cannot be affected by enemy First Strikes&lt;br /&gt;
|-&lt;br /&gt;
!bAltDown&lt;br /&gt;
| Unknown.  All promotions have a value of 0.  Presumably used for assigning hotkeys.&lt;br /&gt;
|-&lt;br /&gt;
!bShiftDown&lt;br /&gt;
| Unknown.  All promotions have a value of 0.  Presumably used for assigning hotkeys.&lt;br /&gt;
|-&lt;br /&gt;
!bCtrlDown&lt;br /&gt;
| Unknown.  All promotions have a value of 0.  Presumably used for assigning hotkeys.&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;
!TerrainAttacks&lt;br /&gt;
| Changes the strength modifier for attacking onto the specified terrain types by the given percentage.&lt;br /&gt;
|-&lt;br /&gt;
!TerrainDefenses&lt;br /&gt;
| Changes the strength modifier for defending on the specified terrain types by the given percentage.&lt;br /&gt;
|-&lt;br /&gt;
!FeatureAttacks&lt;br /&gt;
| Changes the strength modifier for attacking onto the specified feature types by the given percentage.&lt;br /&gt;
|-&lt;br /&gt;
!FeatureDefenses&lt;br /&gt;
| Changes the strength modifier for defending on the specified feature types by the given percentage.&lt;br /&gt;
|-&lt;br /&gt;
!UnitCombatMods&lt;br /&gt;
| Changes the strength modifier for fighting against the specified unit types by the given percentage.&lt;br /&gt;
|-&lt;br /&gt;
!DomainMods&lt;br /&gt;
| Changes the strength modifier for fighting against the specified domain (naval units, land units, etc.) by the given percentage.&lt;br /&gt;
|-&lt;br /&gt;
!TerrainDoubleMoves&lt;br /&gt;
| Halves the movement cost for the unit on this type of terrain.&lt;br /&gt;
|-&lt;br /&gt;
!FeatureDoubleMoves&lt;br /&gt;
| Halves the movement cost for the unit on this type of feature.&lt;br /&gt;
|-&lt;br /&gt;
!UnitCombats&lt;br /&gt;
| Controls which unit combat types can receive this promotion.&lt;br /&gt;
|-&lt;br /&gt;
!HotKey&lt;br /&gt;
| Not used in the standard game.  Assigns a hotkey for this promotion.&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;PromotionInfos&amp;gt;&lt;br /&gt;
  &amp;lt;PromotionInfo&amp;gt;&lt;br /&gt;
   &amp;lt;Type&amp;gt;PROMOTION_COMBAT1&amp;lt;/Type&amp;gt;&lt;br /&gt;
   &amp;lt;Description&amp;gt;TXT_KEY_PROMOTION_COMBAT1&amp;lt;/Description&amp;gt;&lt;br /&gt;
   &amp;lt;Sound&amp;gt;AS2D_IF_LEVELUP&amp;lt;/Sound&amp;gt;&lt;br /&gt;
   &amp;lt;LayerAnimationPath&amp;gt;NONE&amp;lt;/LayerAnimationPath&amp;gt;&lt;br /&gt;
   &amp;lt;PromotionPrereq&amp;gt;NONE&amp;lt;/PromotionPrereq&amp;gt;&lt;br /&gt;
   &amp;lt;PromotionPrereqOr1&amp;gt;NONE&amp;lt;/PromotionPrereqOr1&amp;gt;&lt;br /&gt;
   &amp;lt;PromotionPrereqOr2&amp;gt;NONE&amp;lt;/PromotionPrereqOr2&amp;gt;&lt;br /&gt;
   &amp;lt;TechPrereq&amp;gt;NONE&amp;lt;/TechPrereq&amp;gt;&lt;br /&gt;
   &amp;lt;StateReligionPrereq&amp;gt;NONE&amp;lt;/StateReligionPrereq&amp;gt;&lt;br /&gt;
   &amp;lt;bLeader&amp;gt;0&amp;lt;/bLeader&amp;gt;&lt;br /&gt;
   &amp;lt;bBlitz&amp;gt;0&amp;lt;/bBlitz&amp;gt;&lt;br /&gt;
   &amp;lt;bAmphib&amp;gt;0&amp;lt;/bAmphib&amp;gt;&lt;br /&gt;
   &amp;lt;bRiver&amp;gt;0&amp;lt;/bRiver&amp;gt;&lt;br /&gt;
   &amp;lt;bEnemyRoute&amp;gt;0&amp;lt;/bEnemyRoute&amp;gt;&lt;br /&gt;
   &amp;lt;bAlwaysHeal&amp;gt;0&amp;lt;/bAlwaysHeal&amp;gt;&lt;br /&gt;
   &amp;lt;bHillsDoubleMove&amp;gt;0&amp;lt;/bHillsDoubleMove&amp;gt;&lt;br /&gt;
   &amp;lt;bImmuneToFirstStrikes&amp;gt;0&amp;lt;/bImmuneToFirstStrikes&amp;gt;&lt;br /&gt;
   &amp;lt;iVisibilityChange&amp;gt;0&amp;lt;/iVisibilityChange&amp;gt;&lt;br /&gt;
   &amp;lt;iMovesChange&amp;gt;0&amp;lt;/iMovesChange&amp;gt;&lt;br /&gt;
   &amp;lt;iMoveDiscountChange&amp;gt;0&amp;lt;/iMoveDiscountChange&amp;gt;&lt;br /&gt;
   &amp;lt;iAirRangeChange&amp;gt;0&amp;lt;/iAirRangeChange&amp;gt;&lt;br /&gt;
   &amp;lt;iInterceptChange&amp;gt;0&amp;lt;/iInterceptChange&amp;gt;&lt;br /&gt;
   &amp;lt;iEvasionChange&amp;gt;0&amp;lt;/iEvasionChange&amp;gt;&lt;br /&gt;
   &amp;lt;iWithdrawalChange&amp;gt;0&amp;lt;/iWithdrawalChange&amp;gt;&lt;br /&gt;
   &amp;lt;iCargoChange&amp;gt;0&amp;lt;/iCargoChange&amp;gt;&lt;br /&gt;
   &amp;lt;iCollateralDamageChange&amp;gt;0&amp;lt;/iCollateralDamageChange&amp;gt;&lt;br /&gt;
   &amp;lt;iBombardRateChange&amp;gt;0&amp;lt;/iBombardRateChange&amp;gt;&lt;br /&gt;
   &amp;lt;iFirstStrikesChange&amp;gt;0&amp;lt;/iFirstStrikesChange&amp;gt;&lt;br /&gt;
   &amp;lt;iChanceFirstStrikesChange&amp;gt;0&amp;lt;/iChanceFirstStrikesChange&amp;gt;&lt;br /&gt;
   &amp;lt;iEnemyHealChange&amp;gt;0&amp;lt;/iEnemyHealChange&amp;gt;&lt;br /&gt;
   &amp;lt;iNeutralHealChange&amp;gt;0&amp;lt;/iNeutralHealChange&amp;gt;&lt;br /&gt;
   &amp;lt;iFriendlyHealChange&amp;gt;0&amp;lt;/iFriendlyHealChange&amp;gt;&lt;br /&gt;
   &amp;lt;iSameTileHealChange&amp;gt;0&amp;lt;/iSameTileHealChange&amp;gt;&lt;br /&gt;
   &amp;lt;iAdjacentTileHealChange&amp;gt;0&amp;lt;/iAdjacentTileHealChange&amp;gt;&lt;br /&gt;
   &amp;lt;iCombatPercent&amp;gt;10&amp;lt;/iCombatPercent&amp;gt;&lt;br /&gt;
   &amp;lt;iCityAttack&amp;gt;0&amp;lt;/iCityAttack&amp;gt;&lt;br /&gt;
   &amp;lt;iCityDefense&amp;gt;0&amp;lt;/iCityDefense&amp;gt;&lt;br /&gt;
   &amp;lt;iHillsAttack&amp;gt;0&amp;lt;/iHillsAttack&amp;gt;&lt;br /&gt;
   &amp;lt;iHillsDefense&amp;gt;0&amp;lt;/iHillsDefense&amp;gt;&lt;br /&gt;
   &amp;lt;iKamikazePercent&amp;gt;0&amp;lt;/iKamikazePercent&amp;gt;&lt;br /&gt;
   &amp;lt;iRevoltProtection&amp;gt;0&amp;lt;/iRevoltProtection&amp;gt;&lt;br /&gt;
   &amp;lt;iCollateralDamageProtection&amp;gt;0&amp;lt;/iCollateralDamageProtection&amp;gt;&lt;br /&gt;
   &amp;lt;iPillageChange&amp;gt;0&amp;lt;/iPillageChange&amp;gt;&lt;br /&gt;
   &amp;lt;iUpgradeDiscount&amp;gt;0&amp;lt;/iUpgradeDiscount&amp;gt;&lt;br /&gt;
   &amp;lt;iExperiencePercent&amp;gt;0&amp;lt;/iExperiencePercent&amp;gt;&lt;br /&gt;
   &amp;lt;TerrainAttacks/&amp;gt;&lt;br /&gt;
   &amp;lt;TerrainDefenses/&amp;gt;&lt;br /&gt;
   &amp;lt;FeatureAttacks/&amp;gt;&lt;br /&gt;
   &amp;lt;FeatureDefenses/&amp;gt;&lt;br /&gt;
   &amp;lt;UnitCombatMods/&amp;gt;&lt;br /&gt;
   &amp;lt;DomainMods/&amp;gt;&lt;br /&gt;
   &amp;lt;TerrainDoubleMoves/&amp;gt;&lt;br /&gt;
   &amp;lt;FeatureDoubleMoves/&amp;gt;&lt;br /&gt;
   &amp;lt;UnitCombats&amp;gt;&lt;br /&gt;
    &amp;lt;UnitCombat&amp;gt;&lt;br /&gt;
     &amp;lt;UnitCombatType&amp;gt;UNITCOMBAT_RECON&amp;lt;/UnitCombatType&amp;gt;&lt;br /&gt;
     &amp;lt;bUnitCombat&amp;gt;1&amp;lt;/bUnitCombat&amp;gt;&lt;br /&gt;
    &amp;lt;/UnitCombat&amp;gt;&lt;br /&gt;
    &amp;lt;UnitCombat&amp;gt;&lt;br /&gt;
     &amp;lt;UnitCombatType&amp;gt;UNITCOMBAT_ARCHER&amp;lt;/UnitCombatType&amp;gt;&lt;br /&gt;
     &amp;lt;bUnitCombat&amp;gt;1&amp;lt;/bUnitCombat&amp;gt;&lt;br /&gt;
    &amp;lt;/UnitCombat&amp;gt;&lt;br /&gt;
    &amp;lt;UnitCombat&amp;gt;&lt;br /&gt;
     &amp;lt;UnitCombatType&amp;gt;UNITCOMBAT_MOUNTED&amp;lt;/UnitCombatType&amp;gt;&lt;br /&gt;
     &amp;lt;bUnitCombat&amp;gt;1&amp;lt;/bUnitCombat&amp;gt;&lt;br /&gt;
    &amp;lt;/UnitCombat&amp;gt;&lt;br /&gt;
    &amp;lt;UnitCombat&amp;gt;&lt;br /&gt;
     &amp;lt;UnitCombatType&amp;gt;UNITCOMBAT_MELEE&amp;lt;/UnitCombatType&amp;gt;&lt;br /&gt;
     &amp;lt;bUnitCombat&amp;gt;1&amp;lt;/bUnitCombat&amp;gt;&lt;br /&gt;
    &amp;lt;/UnitCombat&amp;gt;&lt;br /&gt;
    &amp;lt;UnitCombat&amp;gt;&lt;br /&gt;
     &amp;lt;UnitCombatType&amp;gt;UNITCOMBAT_GUN&amp;lt;/UnitCombatType&amp;gt;&lt;br /&gt;
     &amp;lt;bUnitCombat&amp;gt;1&amp;lt;/bUnitCombat&amp;gt;&lt;br /&gt;
    &amp;lt;/UnitCombat&amp;gt;&lt;br /&gt;
    &amp;lt;UnitCombat&amp;gt;&lt;br /&gt;
     &amp;lt;UnitCombatType&amp;gt;UNITCOMBAT_ARMOR&amp;lt;/UnitCombatType&amp;gt;&lt;br /&gt;
     &amp;lt;bUnitCombat&amp;gt;1&amp;lt;/bUnitCombat&amp;gt;&lt;br /&gt;
    &amp;lt;/UnitCombat&amp;gt;&lt;br /&gt;
    &amp;lt;UnitCombat&amp;gt;&lt;br /&gt;
     &amp;lt;UnitCombatType&amp;gt;UNITCOMBAT_HELICOPTER&amp;lt;/UnitCombatType&amp;gt;&lt;br /&gt;
     &amp;lt;bUnitCombat&amp;gt;1&amp;lt;/bUnitCombat&amp;gt;&lt;br /&gt;
    &amp;lt;/UnitCombat&amp;gt;&lt;br /&gt;
    &amp;lt;UnitCombat&amp;gt;&lt;br /&gt;
     &amp;lt;UnitCombatType&amp;gt;UNITCOMBAT_NAVAL&amp;lt;/UnitCombatType&amp;gt;&lt;br /&gt;
     &amp;lt;bUnitCombat&amp;gt;1&amp;lt;/bUnitCombat&amp;gt;&lt;br /&gt;
    &amp;lt;/UnitCombat&amp;gt;&lt;br /&gt;
    &amp;lt;UnitCombat&amp;gt;&lt;br /&gt;
     &amp;lt;UnitCombatType&amp;gt;UNITCOMBAT_AIR&amp;lt;/UnitCombatType&amp;gt;&lt;br /&gt;
     &amp;lt;bUnitCombat&amp;gt;1&amp;lt;/bUnitCombat&amp;gt;&lt;br /&gt;
    &amp;lt;/UnitCombat&amp;gt;&lt;br /&gt;
   &amp;lt;/UnitCombats&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;Button&amp;gt;,Art/Interface/Buttons/Promotions/Combat1.dds,Art/Interface/Buttons/Promotions_Atlas.dds,8,2&amp;lt;/Button&amp;gt;&lt;br /&gt;
  &amp;lt;/PromotionInfo&amp;gt;&lt;br /&gt;
 &amp;lt;/PromotionInfos&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Civ4_XML_Files}}&lt;/div&gt;</summary>
		<author><name>Fulano</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Civ4PromotionInfos&amp;diff=1560</id>
		<title>Civ4PromotionInfos</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Civ4PromotionInfos&amp;diff=1560"/>
		<updated>2010-03-06T16:15:19Z</updated>

		<summary type="html">&lt;p&gt;Fulano: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Civ4PromotionInfos&#039;&#039;&#039; file defines the characteristics of each of the game&#039;s promotions, or bonuses that units receive as they acquire experience points.  The order the promotions are listed in this file is the order they will be listed on a new unit in the game.&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;
! PromotionInfos&lt;br /&gt;
| This begins and ends the file. Everything must go in between these two, or it will not work.&lt;br /&gt;
|-&lt;br /&gt;
! PromotionInfo&lt;br /&gt;
| Encloses the entry for each promotion.&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;
! Type&lt;br /&gt;
| The name of the promotion, which must be unique.&lt;br /&gt;
|-&lt;br /&gt;
! Description&lt;br /&gt;
| The name given to the promotion in the game.&lt;br /&gt;
|-&lt;br /&gt;
! Help&lt;br /&gt;
| Optional. A text that can include some more information to display. The text is specified in any of the Assets\XML\Text files.&lt;br /&gt;
|-&lt;br /&gt;
! Sound&lt;br /&gt;
| In the game, always AS2D_IF_LEVELUP; this is the sound played when the promotion is given to a unit.&lt;br /&gt;
|-&lt;br /&gt;
! LayerAnimationPath&lt;br /&gt;
| Unknown.&lt;br /&gt;
|-&lt;br /&gt;
! PromotionPrereq&lt;br /&gt;
| Any unit needs this promotion to take the promotion. It can be NONE.&lt;br /&gt;
|-&lt;br /&gt;
! PromotionPrereqOr1&lt;br /&gt;
| If the unit has this and the promotion defined in PromotionPrereq, it can take this promotion.&lt;br /&gt;
|-&lt;br /&gt;
! PromotionPrereqOr2&lt;br /&gt;
| If the unit has this and the promotion defined in PromotionPrereq, it can take this promotion.&lt;br /&gt;
|-&lt;br /&gt;
! TechPrereq&lt;br /&gt;
| Can be NONE; this is the technology needed to get this promotion.  For example, Blitz comes with Military Science.&lt;br /&gt;
|-&lt;br /&gt;
! StateReligionPrereq&lt;br /&gt;
| Can be NONE; this is the State Religion needed to get this promotion.&lt;br /&gt;
|-&lt;br /&gt;
! Button&lt;br /&gt;
| A comma separated field that lists four things: the path of the normal promotion image, the path of the smaller image for this promotion, and then x-y grid coordinates of the smaller image. The second file path is for the button used in the civilopedia, among other places. &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;
! iVisibilityChange&lt;br /&gt;
| The number of tiles that the unit&#039;s Line of Sight increases by&lt;br /&gt;
|-&lt;br /&gt;
! iMovesChange&lt;br /&gt;
| The number of extra moves that the promotion gives a unit&lt;br /&gt;
|-&lt;br /&gt;
! iMoveDiscountChange&lt;br /&gt;
| Lowers the cost of moving into difficult terrain&lt;br /&gt;
|-&lt;br /&gt;
! iOrderPriority&lt;br /&gt;
| Optional. &amp;lt;font color=red&amp;gt;Not sure what this does.&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! iAirRangeChange&lt;br /&gt;
| The amount by which the unit&#039;s Air Range increases&lt;br /&gt;
|-&lt;br /&gt;
! iInterceptChange&lt;br /&gt;
| The amount by which the unit&#039;s interception chance increases, in %.&lt;br /&gt;
|-&lt;br /&gt;
! iEvasionChange&lt;br /&gt;
| The amount by which the unit&#039;s evasion chance increases, in %.&lt;br /&gt;
|-&lt;br /&gt;
! iWithdrawalChange&lt;br /&gt;
| The amount by which the unit&#039;s withdrawal chance increases, in %.&lt;br /&gt;
|-&lt;br /&gt;
! iCargoChange&lt;br /&gt;
| The amount by which the unit&#039;s cargo capacity increases.&lt;br /&gt;
|-&lt;br /&gt;
! iCollateralDamageChange&lt;br /&gt;
| The amount by which the collateral damage inflicted by the unit increases.&lt;br /&gt;
|-&lt;br /&gt;
! iBombardRateChange&lt;br /&gt;
| The amount by which the damage which the unit does to fortifications increases.&lt;br /&gt;
|-&lt;br /&gt;
! iFirstStrikesChange&lt;br /&gt;
| The amount by which the number of First Strikes that the unit has increases.&lt;br /&gt;
|-&lt;br /&gt;
! iChanceFirstStrikesChange&lt;br /&gt;
| The amount by which the  number of First Strike Chances that the unit has increases.&lt;br /&gt;
|-&lt;br /&gt;
! iEnemyHealChange&lt;br /&gt;
| Increases the unit&#039;s damage healing capabilities in enemy territory by the given percentage.&lt;br /&gt;
|-&lt;br /&gt;
!iNeutralHealChange&lt;br /&gt;
| Increases the unit&#039;s damage healing capabilities in neutral territory by the given percentage.&lt;br /&gt;
|-&lt;br /&gt;
!iFriendlyHealChange&lt;br /&gt;
| Increases the unit&#039;s damage healing capabilities in friendly territory by the given percentage.&lt;br /&gt;
|-&lt;br /&gt;
!iSameTileHealChange&lt;br /&gt;
| Increases the unit&#039;s ability to heal other units on the same tile by the given percentage.&lt;br /&gt;
|-&lt;br /&gt;
!iAdjacentTileHealChange&lt;br /&gt;
| Increases the unit&#039;s ability to heal other units in adjacent tiles by the given percentage.&lt;br /&gt;
|-&lt;br /&gt;
!iCombatPercent&lt;br /&gt;
| Increases the unit&#039;s strength value by the given percentage.&lt;br /&gt;
|-&lt;br /&gt;
!iCityAttack&lt;br /&gt;
| Increases the unit&#039;s strength value by the given percentage when attacking a city.&lt;br /&gt;
|-&lt;br /&gt;
!iCityDefense&lt;br /&gt;
| Increases the unit&#039;s strength value by the given percentage when defending a city.&lt;br /&gt;
|-&lt;br /&gt;
!iHillsAttack&lt;br /&gt;
| Increases the unit&#039;s strength value by the given percentage when attacking onto a hill.&lt;br /&gt;
|-&lt;br /&gt;
!iHillsDefense&lt;br /&gt;
| Increases the unit&#039;s strength value by the given percentage when defending on a hill.&lt;br /&gt;
|-&lt;br /&gt;
!iKamikazePercent&lt;br /&gt;
| Raises the units strength by iKamikazePercent BUT the unit will die in its next combat.&lt;br /&gt;
|-&lt;br /&gt;
!iRevoltProtection&lt;br /&gt;
| Percentage decrease in base city revolt chance.  (All current promotions have a value of 0).&lt;br /&gt;
|-&lt;br /&gt;
!iCollateralDamageProtection&lt;br /&gt;
| Decreases the damage a unit takes from collateral damage by the given percentage value (e.g. Drill II has a percentage value of 20).&lt;br /&gt;
|-&lt;br /&gt;
!iPillageChange&lt;br /&gt;
| Unknown.  All promotions have a value of 0.&lt;br /&gt;
|-&lt;br /&gt;
!iUpgradeDiscount&lt;br /&gt;
| Decreases the cost to upgrade a unit by the given percentage (e.g. units with the default promotion from a Great General, which has a value of 100, upgrade for free).&lt;br /&gt;
|-&lt;br /&gt;
!iExperiencePercent&lt;br /&gt;
| Increases the experience points received by a unit in combat by the given percentage.&lt;br /&gt;
|-&lt;br /&gt;
!iHotKeyPriority&lt;br /&gt;
| Unknown.  All promotions have a value of 0.&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;
! bLeader&lt;br /&gt;
| The promotion gives the unit a Warlord&lt;br /&gt;
|-&lt;br /&gt;
! bBlitz&lt;br /&gt;
| The promotion lets the unit attack multiple times per turn&lt;br /&gt;
|-&lt;br /&gt;
! bAmphib&lt;br /&gt;
| The promotion lets the unit cross rivers and attack out of a transport without penalties&lt;br /&gt;
|-&lt;br /&gt;
! bRiver&lt;br /&gt;
| The promotion lets the unit ignore rivers&lt;br /&gt;
|-&lt;br /&gt;
! bEnemyRoute&lt;br /&gt;
| The promotion lets the unit use enemy roads&lt;br /&gt;
|-&lt;br /&gt;
! bAlwaysHeal&lt;br /&gt;
| The promotion lets the unit heal while moving&lt;br /&gt;
|-&lt;br /&gt;
! bHillsDoubleMove&lt;br /&gt;
| The promotion lets the unit move twice as fast in Hills&lt;br /&gt;
|-&lt;br /&gt;
! bImmuneToFirstStrikes&lt;br /&gt;
| The promotion means that the unit cannot be affected by enemy First Strikes&lt;br /&gt;
|-&lt;br /&gt;
!bAltDown&lt;br /&gt;
| Unknown.  All promotions have a value of 0.  Presumably used for assigning hotkeys.&lt;br /&gt;
|-&lt;br /&gt;
!bShiftDown&lt;br /&gt;
| Unknown.  All promotions have a value of 0.  Presumably used for assigning hotkeys.&lt;br /&gt;
|-&lt;br /&gt;
!bCtrlDown&lt;br /&gt;
| Unknown.  All promotions have a value of 0.  Presumably used for assigning hotkeys.&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;
!TerrainAttacks&lt;br /&gt;
| Changes the strength modifier for attacking onto the specified terrain types by the given percentage.&lt;br /&gt;
|-&lt;br /&gt;
!TerrainDefenses&lt;br /&gt;
| Changes the strength modifier for defending on the specified terrain types by the given percentage.&lt;br /&gt;
|-&lt;br /&gt;
!FeatureAttacks&lt;br /&gt;
| Changes the strength modifier for attacking onto the specified feature types by the given percentage.&lt;br /&gt;
|-&lt;br /&gt;
!FeatureDefenses&lt;br /&gt;
| Changes the strength modifier for defending on the specified feature types by the given percentage.&lt;br /&gt;
|-&lt;br /&gt;
!UnitCombatMods&lt;br /&gt;
| Changes the strength modifier for fighting against the specified unit types by the given percentage.&lt;br /&gt;
|-&lt;br /&gt;
!DomainMods&lt;br /&gt;
| Changes the strength modifier for fighting against the specified domain (naval units, land units, etc.) by the given percentage.&lt;br /&gt;
|-&lt;br /&gt;
!TerrainDoubleMoves&lt;br /&gt;
| Halves the movement cost for the unit on this type of terrain.&lt;br /&gt;
|-&lt;br /&gt;
!FeatureDoubleMoves&lt;br /&gt;
| Halves the movement cost for the unit on this type of feature.&lt;br /&gt;
|-&lt;br /&gt;
!UnitCombats&lt;br /&gt;
| Controls which unit combat types can receive this promotion.&lt;br /&gt;
|-&lt;br /&gt;
!HotKey&lt;br /&gt;
| Not used in the standard game.  Assigns a hotkey for this promotion.&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;PromotionInfos&amp;gt;&lt;br /&gt;
  &amp;lt;PromotionInfo&amp;gt;&lt;br /&gt;
   &amp;lt;Type&amp;gt;PROMOTION_COMBAT1&amp;lt;/Type&amp;gt;&lt;br /&gt;
   &amp;lt;Description&amp;gt;TXT_KEY_PROMOTION_COMBAT1&amp;lt;/Description&amp;gt;&lt;br /&gt;
   &amp;lt;Sound&amp;gt;AS2D_IF_LEVELUP&amp;lt;/Sound&amp;gt;&lt;br /&gt;
   &amp;lt;LayerAnimationPath&amp;gt;NONE&amp;lt;/LayerAnimationPath&amp;gt;&lt;br /&gt;
   &amp;lt;PromotionPrereq&amp;gt;NONE&amp;lt;/PromotionPrereq&amp;gt;&lt;br /&gt;
   &amp;lt;PromotionPrereqOr1&amp;gt;NONE&amp;lt;/PromotionPrereqOr1&amp;gt;&lt;br /&gt;
   &amp;lt;PromotionPrereqOr2&amp;gt;NONE&amp;lt;/PromotionPrereqOr2&amp;gt;&lt;br /&gt;
   &amp;lt;TechPrereq&amp;gt;NONE&amp;lt;/TechPrereq&amp;gt;&lt;br /&gt;
   &amp;lt;StateReligionPrereq&amp;gt;NONE&amp;lt;/StateReligionPrereq&amp;gt;&lt;br /&gt;
   &amp;lt;bLeader&amp;gt;0&amp;lt;/bLeader&amp;gt;&lt;br /&gt;
   &amp;lt;bBlitz&amp;gt;0&amp;lt;/bBlitz&amp;gt;&lt;br /&gt;
   &amp;lt;bAmphib&amp;gt;0&amp;lt;/bAmphib&amp;gt;&lt;br /&gt;
   &amp;lt;bRiver&amp;gt;0&amp;lt;/bRiver&amp;gt;&lt;br /&gt;
   &amp;lt;bEnemyRoute&amp;gt;0&amp;lt;/bEnemyRoute&amp;gt;&lt;br /&gt;
   &amp;lt;bAlwaysHeal&amp;gt;0&amp;lt;/bAlwaysHeal&amp;gt;&lt;br /&gt;
   &amp;lt;bHillsDoubleMove&amp;gt;0&amp;lt;/bHillsDoubleMove&amp;gt;&lt;br /&gt;
   &amp;lt;bImmuneToFirstStrikes&amp;gt;0&amp;lt;/bImmuneToFirstStrikes&amp;gt;&lt;br /&gt;
   &amp;lt;iVisibilityChange&amp;gt;0&amp;lt;/iVisibilityChange&amp;gt;&lt;br /&gt;
   &amp;lt;iMovesChange&amp;gt;0&amp;lt;/iMovesChange&amp;gt;&lt;br /&gt;
   &amp;lt;iMoveDiscountChange&amp;gt;0&amp;lt;/iMoveDiscountChange&amp;gt;&lt;br /&gt;
   &amp;lt;iAirRangeChange&amp;gt;0&amp;lt;/iAirRangeChange&amp;gt;&lt;br /&gt;
   &amp;lt;iInterceptChange&amp;gt;0&amp;lt;/iInterceptChange&amp;gt;&lt;br /&gt;
   &amp;lt;iEvasionChange&amp;gt;0&amp;lt;/iEvasionChange&amp;gt;&lt;br /&gt;
   &amp;lt;iWithdrawalChange&amp;gt;0&amp;lt;/iWithdrawalChange&amp;gt;&lt;br /&gt;
   &amp;lt;iCargoChange&amp;gt;0&amp;lt;/iCargoChange&amp;gt;&lt;br /&gt;
   &amp;lt;iCollateralDamageChange&amp;gt;0&amp;lt;/iCollateralDamageChange&amp;gt;&lt;br /&gt;
   &amp;lt;iBombardRateChange&amp;gt;0&amp;lt;/iBombardRateChange&amp;gt;&lt;br /&gt;
   &amp;lt;iFirstStrikesChange&amp;gt;0&amp;lt;/iFirstStrikesChange&amp;gt;&lt;br /&gt;
   &amp;lt;iChanceFirstStrikesChange&amp;gt;0&amp;lt;/iChanceFirstStrikesChange&amp;gt;&lt;br /&gt;
   &amp;lt;iEnemyHealChange&amp;gt;0&amp;lt;/iEnemyHealChange&amp;gt;&lt;br /&gt;
   &amp;lt;iNeutralHealChange&amp;gt;0&amp;lt;/iNeutralHealChange&amp;gt;&lt;br /&gt;
   &amp;lt;iFriendlyHealChange&amp;gt;0&amp;lt;/iFriendlyHealChange&amp;gt;&lt;br /&gt;
   &amp;lt;iSameTileHealChange&amp;gt;0&amp;lt;/iSameTileHealChange&amp;gt;&lt;br /&gt;
   &amp;lt;iAdjacentTileHealChange&amp;gt;0&amp;lt;/iAdjacentTileHealChange&amp;gt;&lt;br /&gt;
   &amp;lt;iCombatPercent&amp;gt;10&amp;lt;/iCombatPercent&amp;gt;&lt;br /&gt;
   &amp;lt;iCityAttack&amp;gt;0&amp;lt;/iCityAttack&amp;gt;&lt;br /&gt;
   &amp;lt;iCityDefense&amp;gt;0&amp;lt;/iCityDefense&amp;gt;&lt;br /&gt;
   &amp;lt;iHillsAttack&amp;gt;0&amp;lt;/iHillsAttack&amp;gt;&lt;br /&gt;
   &amp;lt;iHillsDefense&amp;gt;0&amp;lt;/iHillsDefense&amp;gt;&lt;br /&gt;
   &amp;lt;iKamikazePercent&amp;gt;0&amp;lt;/iKamikazePercent&amp;gt;&lt;br /&gt;
   &amp;lt;iRevoltProtection&amp;gt;0&amp;lt;/iRevoltProtection&amp;gt;&lt;br /&gt;
   &amp;lt;iCollateralDamageProtection&amp;gt;0&amp;lt;/iCollateralDamageProtection&amp;gt;&lt;br /&gt;
   &amp;lt;iPillageChange&amp;gt;0&amp;lt;/iPillageChange&amp;gt;&lt;br /&gt;
   &amp;lt;iUpgradeDiscount&amp;gt;0&amp;lt;/iUpgradeDiscount&amp;gt;&lt;br /&gt;
   &amp;lt;iExperiencePercent&amp;gt;0&amp;lt;/iExperiencePercent&amp;gt;&lt;br /&gt;
   &amp;lt;TerrainAttacks/&amp;gt;&lt;br /&gt;
   &amp;lt;TerrainDefenses/&amp;gt;&lt;br /&gt;
   &amp;lt;FeatureAttacks/&amp;gt;&lt;br /&gt;
   &amp;lt;FeatureDefenses/&amp;gt;&lt;br /&gt;
   &amp;lt;UnitCombatMods/&amp;gt;&lt;br /&gt;
   &amp;lt;DomainMods/&amp;gt;&lt;br /&gt;
   &amp;lt;TerrainDoubleMoves/&amp;gt;&lt;br /&gt;
   &amp;lt;FeatureDoubleMoves/&amp;gt;&lt;br /&gt;
   &amp;lt;UnitCombats&amp;gt;&lt;br /&gt;
    &amp;lt;UnitCombat&amp;gt;&lt;br /&gt;
     &amp;lt;UnitCombatType&amp;gt;UNITCOMBAT_RECON&amp;lt;/UnitCombatType&amp;gt;&lt;br /&gt;
     &amp;lt;bUnitCombat&amp;gt;1&amp;lt;/bUnitCombat&amp;gt;&lt;br /&gt;
    &amp;lt;/UnitCombat&amp;gt;&lt;br /&gt;
    &amp;lt;UnitCombat&amp;gt;&lt;br /&gt;
     &amp;lt;UnitCombatType&amp;gt;UNITCOMBAT_ARCHER&amp;lt;/UnitCombatType&amp;gt;&lt;br /&gt;
     &amp;lt;bUnitCombat&amp;gt;1&amp;lt;/bUnitCombat&amp;gt;&lt;br /&gt;
    &amp;lt;/UnitCombat&amp;gt;&lt;br /&gt;
    &amp;lt;UnitCombat&amp;gt;&lt;br /&gt;
     &amp;lt;UnitCombatType&amp;gt;UNITCOMBAT_MOUNTED&amp;lt;/UnitCombatType&amp;gt;&lt;br /&gt;
     &amp;lt;bUnitCombat&amp;gt;1&amp;lt;/bUnitCombat&amp;gt;&lt;br /&gt;
    &amp;lt;/UnitCombat&amp;gt;&lt;br /&gt;
    &amp;lt;UnitCombat&amp;gt;&lt;br /&gt;
     &amp;lt;UnitCombatType&amp;gt;UNITCOMBAT_MELEE&amp;lt;/UnitCombatType&amp;gt;&lt;br /&gt;
     &amp;lt;bUnitCombat&amp;gt;1&amp;lt;/bUnitCombat&amp;gt;&lt;br /&gt;
    &amp;lt;/UnitCombat&amp;gt;&lt;br /&gt;
    &amp;lt;UnitCombat&amp;gt;&lt;br /&gt;
     &amp;lt;UnitCombatType&amp;gt;UNITCOMBAT_GUN&amp;lt;/UnitCombatType&amp;gt;&lt;br /&gt;
     &amp;lt;bUnitCombat&amp;gt;1&amp;lt;/bUnitCombat&amp;gt;&lt;br /&gt;
    &amp;lt;/UnitCombat&amp;gt;&lt;br /&gt;
    &amp;lt;UnitCombat&amp;gt;&lt;br /&gt;
     &amp;lt;UnitCombatType&amp;gt;UNITCOMBAT_ARMOR&amp;lt;/UnitCombatType&amp;gt;&lt;br /&gt;
     &amp;lt;bUnitCombat&amp;gt;1&amp;lt;/bUnitCombat&amp;gt;&lt;br /&gt;
    &amp;lt;/UnitCombat&amp;gt;&lt;br /&gt;
    &amp;lt;UnitCombat&amp;gt;&lt;br /&gt;
     &amp;lt;UnitCombatType&amp;gt;UNITCOMBAT_HELICOPTER&amp;lt;/UnitCombatType&amp;gt;&lt;br /&gt;
     &amp;lt;bUnitCombat&amp;gt;1&amp;lt;/bUnitCombat&amp;gt;&lt;br /&gt;
    &amp;lt;/UnitCombat&amp;gt;&lt;br /&gt;
    &amp;lt;UnitCombat&amp;gt;&lt;br /&gt;
     &amp;lt;UnitCombatType&amp;gt;UNITCOMBAT_NAVAL&amp;lt;/UnitCombatType&amp;gt;&lt;br /&gt;
     &amp;lt;bUnitCombat&amp;gt;1&amp;lt;/bUnitCombat&amp;gt;&lt;br /&gt;
    &amp;lt;/UnitCombat&amp;gt;&lt;br /&gt;
    &amp;lt;UnitCombat&amp;gt;&lt;br /&gt;
     &amp;lt;UnitCombatType&amp;gt;UNITCOMBAT_AIR&amp;lt;/UnitCombatType&amp;gt;&lt;br /&gt;
     &amp;lt;bUnitCombat&amp;gt;1&amp;lt;/bUnitCombat&amp;gt;&lt;br /&gt;
    &amp;lt;/UnitCombat&amp;gt;&lt;br /&gt;
   &amp;lt;/UnitCombats&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;Button&amp;gt;,Art/Interface/Buttons/Promotions/Combat1.dds,Art/Interface/Buttons/Promotions_Atlas.dds,8,2&amp;lt;/Button&amp;gt;&lt;br /&gt;
  &amp;lt;/PromotionInfo&amp;gt;&lt;br /&gt;
 &amp;lt;/PromotionInfos&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Civ4_XML_Files}}&lt;/div&gt;</summary>
		<author><name>Fulano</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Civ4BuildingInfos&amp;diff=1559</id>
		<title>Civ4BuildingInfos</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Civ4BuildingInfos&amp;diff=1559"/>
		<updated>2010-03-05T23:55:57Z</updated>

		<summary type="html">&lt;p&gt;Fulano: &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;
===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;
! BuildingInfos&lt;br /&gt;
| This begins and ends the file. Everything must go in between these two, or it will not work.&lt;br /&gt;
|-&lt;br /&gt;
! BuildingInfo&lt;br /&gt;
| Encloses the entry for each building.&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;
! 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;
&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;
&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;
&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>Fulano</name></author>
	</entry>
</feed>