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	<updated>2026-04-17T08:35:37Z</updated>
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	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Basic_DLL_tasks&amp;diff=16479</id>
		<title>Basic DLL tasks</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Basic_DLL_tasks&amp;diff=16479"/>
		<updated>2014-02-25T22:38:12Z</updated>

		<summary type="html">&lt;p&gt;Ls612: minor fixes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Basic DLL Tasks=&lt;br /&gt;
&lt;br /&gt;
The Civilization V SDK ships with the C++ source code for the Civilization V CvGameCoreDLL. This is the most powerful tool modders have, as it allows us to directly alter game code and game logic, but also one of the least used, as it has a codebase in excess of 100,000 lines of code and the architecture of the program is not always clear. In this article some basic tasks in modding the DLL will be covered, as well as some more advanced ones as well.&lt;br /&gt;
&lt;br /&gt;
=Requirements=&lt;br /&gt;
&lt;br /&gt;
This article is NOT a C++ tutorial. If you need one of those, Google is your friend. I will assume that you are knowledge of C++ coding, as well as knowledge of how a civ game works. I will not assume knowledge of the Civ 5 dll or the civ 4 dll, which was very similar architecture-wise. &lt;br /&gt;
&lt;br /&gt;
=Compiling the DLL=&lt;br /&gt;
&lt;br /&gt;
The DLL source comes with solutions for Visual Studio 2008, 2010, and 2012 (the 2012 one also compiles in 2013). However the project requires the VC++ 2008 toolchain. Since Visual Studio 2008 is a slightly outdated IDE it doesn&#039;t have the best features, so you should install Visual C++ 2008 Express and Visual C++ 2013 express to get the best development experience. If you don&#039;t want to do that just developing in VC2008 is fine as well. Any of the paid versions of Visual studio from these years will also work. Both of the express ones can be downloaded for free from Microsoft&#039;s website.&lt;br /&gt;
&lt;br /&gt;
Once you have your IDE(s) installed you only need to make one change to make the DLL compile. In CvGameCoreDLL.rc for each project (there are 3, one for each dll) you need to change the reference to afxres.h to windows.h. After this simply build (you may need to clean first) and you should get 3 dlls, one for vanilla, G&amp;amp;K, and BNW. Note, you can safely remove the projects for versions your mod will not support (ie, you can only have it build the BNW dll).&lt;br /&gt;
&lt;br /&gt;
To add a new DLL to a mod, open up ModBuddy, and right click your mod project and select &#039;Add existing item&#039;. Navigate to the output folder from Visual Studio and select the DLL file, then click &#039;add&#039;. After this you need to set import to VFS for true for the DLL, and when your mod loads it should also tell the Civilization 5 exe to unload the normal DLL and load yours.&lt;br /&gt;
&lt;br /&gt;
=Basic Civ 5 DLL Architecture=&lt;br /&gt;
&lt;br /&gt;
The civilization 5 DLL has a lot of code in it and can be confusing to a newcomer. In this section I will endeavor to give a 30000 foot overview of the internals of the DLL.&lt;br /&gt;
&lt;br /&gt;
The Game Objects: The Civilization 5 game is represented by a few major classes. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CvGame:&#039;&#039;&#039; This class is the current game in progress. It contains basic info about the game, such as the settings used to create the game. It also does game-level things such as track score and check for winners, among other things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CvMap:&#039;&#039;&#039; This class contains the game map. It contains all of the CvPlots, as well as map-wide methods, such as the areas visible, the areas which contain water, the number of owned plots, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CvPlot:&#039;&#039;&#039; This is one hex tile in the game map. It contains enough data to describe what it is (terrain, features, improvements, resources, etc). It is also referenced by all location-based game objects and functions, so if you are making any edits to location based game mechanics you will need to edit CvPlot to be aware of these mechanics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CvPlayer:&#039;&#039;&#039; This is a human or AI player. If AI, it owns all of the AI objects. NOTE: Any player-wide effects you want to add should normally be handled through CvTeam, which deals with permanent allies and other instances of multiple civs working together. CvPlayer should only be used if you want to expressly want the effect to only be on one civ. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CvCity:&#039;&#039;&#039; This is one city. It (through other objects) handles all buildings inside it, and processes many different effects. It also is responsible for ensuring that construction of anything is properly handled. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CvUnit:&#039;&#039;&#039; This is a unit. It mainly contains info about itself and it&#039;s situation. It is also responsible for moving itself around and performing actions on it&#039;s environment. It is NOT responsible for combat. See CvUnitCombat if you really want to mess with combat mechanics.&lt;br /&gt;
&lt;br /&gt;
These are far from the only objects, and each of these objects is more complex than this. This is only meant as a top-level overview for new dll coders on where to go if you want to do certain things. Later I will explain how these interact with the data loading code when I write about new XML/SQL items.&lt;br /&gt;
&lt;br /&gt;
=Creating a new boolean XML tag/SQL column=&lt;br /&gt;
&lt;br /&gt;
Coming Soon...&lt;br /&gt;
&lt;br /&gt;
=Creating a new integer/floating point value XML tag/SQL column=&lt;br /&gt;
&lt;br /&gt;
Coming Soon...&lt;br /&gt;
&lt;br /&gt;
=Creating a new multi-level XML tag/SQL column=&lt;br /&gt;
&lt;br /&gt;
Coming Soon...&lt;br /&gt;
&lt;br /&gt;
=Debugging your custom DLL=&lt;br /&gt;
&lt;br /&gt;
Coming Soon...&lt;br /&gt;
&lt;br /&gt;
=Advanced Tips and Tricks=&lt;br /&gt;
&lt;br /&gt;
Coming Soon...&lt;/div&gt;</summary>
		<author><name>Ls612</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Basic_DLL_tasks&amp;diff=16478</id>
		<title>Basic DLL tasks</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Basic_DLL_tasks&amp;diff=16478"/>
		<updated>2014-02-25T22:37:08Z</updated>

		<summary type="html">&lt;p&gt;Ls612: /* Basic Civ 5 DLL Architecture */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Basic DLL Tasks=&lt;br /&gt;
&lt;br /&gt;
The Civilization V SDK ships with the C++ source code for the Civilization V CvGameCoreDLL. This is the most powerful tool modders have, as it allows us to directly alter game code and game logic, but also one of the least used, as it has a codebase in excess of 100,000 lines of code and the architecture of the program is not always clear. In this article some basic tasks in modding the DLL will be covered, as well as some more advanced ones as well.&lt;br /&gt;
&lt;br /&gt;
=Requirements=&lt;br /&gt;
&lt;br /&gt;
This article is NOT a C++ tutorial. If you need one of those, Google is your friend. I will assume that you are knowledge of C++ coding, as well as knowledge of how a civ game works. I will not assume knowledge of the Civ 5 dll or the civ 4 dll, which was very similar architecture-wise. &lt;br /&gt;
&lt;br /&gt;
=Compiling the DLL=&lt;br /&gt;
&lt;br /&gt;
The DLL source comes with solutions for Visual Studio 2008, 2010, and 2012 (the 2012 one also compiles in 2013). However the project requires the VC++ 2008 toolchain. Since Visual Studio 2008 is a slightly outdated IDE it doesn&#039;t have the best features, so you should install Visual C++ 2008 Express and Visual C++ 2013 express to get the best development experience. If you don&#039;t want to do that just developing in VC2008 is fine as well. Any of the paid versions of Visual studio from these years will also work. Both of the express ones can be downloaded for free from Microsoft&#039;s website.&lt;br /&gt;
&lt;br /&gt;
Once you have your IDE(s) installed you only need to make one change to make the DLL compile. In CvGameCoreDLL.rc for each project (there are 3, one for each dll) you need to change the reference to afxres.h to windows.h. After this simply build (you may need to clean first) and you should get 3 dlls, one for vanilla, G&amp;amp;K, and BNW. Note, you can safely remove the projects for versions your mod will not support (ie, you can only have it build the BNW dll).&lt;br /&gt;
&lt;br /&gt;
To add a new DLL to a mod, open up ModBuddy, and right click your mod project and select &#039;Add existing item&#039;. Navigate to the output folder from Visual Studio and select the DLL file, then click &#039;add&#039;. After this you need to set import to VFS for true for the DLL, and when your mod loads it should also tell the Civilization 5 exe to unload the normal DLL and load yours.&lt;br /&gt;
&lt;br /&gt;
=Basic Civ 5 DLL Architecture=&lt;br /&gt;
&lt;br /&gt;
The civilization 5 DLL has a lot of code in it and can be confusing to a newcomer. In this section I will endeavour to give a 30000 foot overview of the internals of the DLL.&lt;br /&gt;
&lt;br /&gt;
The Game Objects: The Civilization 5 game is represented by a few major classes. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CvGame:&#039;&#039;&#039; This class is the current game in progress. It contains basic info about the game, such as the settings used to create the game. It also does game-level things such as track score and check for winners, among other things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CvMap:&#039;&#039;&#039; This class contains the game map. It contains all of the CvPlots, as well as map-wide methods, such as the areas visible, the areas which contain water, the number of owned plots, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CvPlot:&#039;&#039;&#039; This is one hex tile in the game map. It contains enough data to describe what it is (terrain, features, improvements, resources, etc). It is also referenced by all location-based game objects and functions, so if you are making any edits to location based game mechanics you will need to edit CvPlot to be aware of these mechanics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CvPlayer:&#039;&#039;&#039; This is a human or AI player. If AI, it owns all of the AI objects. NOTE: Any player-wide effects you want to add should normally be handled through CvTeam, which deals with permanent allies and other instances of multiple civs working together. CvPlayer should only be used if you want to expressly want the effect to only be on one civ. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CvCity:&#039;&#039;&#039; This is one city. It (through other objects) handles all buildings inside it, and processes many different effects. It also is responsible for ensuring that construction of anything is properly handled. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CvUnit:&#039;&#039;&#039; This is a unit. It mainly contains info about itself and it&#039;s situation. It is also responsible for moving itself around and performing actions on it&#039;s environment. It is NOT responsible for combat. See &lt;br /&gt;
CvUnitCombat if you really want to mess with combat mechanics.&lt;br /&gt;
&lt;br /&gt;
These are far from the only objects, and each of these objects is more complex than this. This is only meant as a top-level overview for new dll coders on where to go if you want to do certain things. Later I will explain how these interact with teh data loading code when I write about new XML/SQL items.&lt;br /&gt;
&lt;br /&gt;
=Creating a new boolean XML tag/SQL column=&lt;br /&gt;
&lt;br /&gt;
Coming Soon...&lt;br /&gt;
&lt;br /&gt;
=Creating a new integer/floating point value XML tag/SQL column=&lt;br /&gt;
&lt;br /&gt;
Coming Soon...&lt;br /&gt;
&lt;br /&gt;
=Creating a new multi-level XML tag/SQL column=&lt;br /&gt;
&lt;br /&gt;
Coming Soon...&lt;br /&gt;
&lt;br /&gt;
=Debugging your custom DLL=&lt;br /&gt;
&lt;br /&gt;
Coming Soon...&lt;br /&gt;
&lt;br /&gt;
=Advanced Tips and Tricks=&lt;br /&gt;
&lt;br /&gt;
Coming Soon...&lt;/div&gt;</summary>
		<author><name>Ls612</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Basic_DLL_tasks&amp;diff=16477</id>
		<title>Basic DLL tasks</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Basic_DLL_tasks&amp;diff=16477"/>
		<updated>2014-02-25T22:36:56Z</updated>

		<summary type="html">&lt;p&gt;Ls612: /* Basic Civ 5 DLL Architecture */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Basic DLL Tasks=&lt;br /&gt;
&lt;br /&gt;
The Civilization V SDK ships with the C++ source code for the Civilization V CvGameCoreDLL. This is the most powerful tool modders have, as it allows us to directly alter game code and game logic, but also one of the least used, as it has a codebase in excess of 100,000 lines of code and the architecture of the program is not always clear. In this article some basic tasks in modding the DLL will be covered, as well as some more advanced ones as well.&lt;br /&gt;
&lt;br /&gt;
=Requirements=&lt;br /&gt;
&lt;br /&gt;
This article is NOT a C++ tutorial. If you need one of those, Google is your friend. I will assume that you are knowledge of C++ coding, as well as knowledge of how a civ game works. I will not assume knowledge of the Civ 5 dll or the civ 4 dll, which was very similar architecture-wise. &lt;br /&gt;
&lt;br /&gt;
=Compiling the DLL=&lt;br /&gt;
&lt;br /&gt;
The DLL source comes with solutions for Visual Studio 2008, 2010, and 2012 (the 2012 one also compiles in 2013). However the project requires the VC++ 2008 toolchain. Since Visual Studio 2008 is a slightly outdated IDE it doesn&#039;t have the best features, so you should install Visual C++ 2008 Express and Visual C++ 2013 express to get the best development experience. If you don&#039;t want to do that just developing in VC2008 is fine as well. Any of the paid versions of Visual studio from these years will also work. Both of the express ones can be downloaded for free from Microsoft&#039;s website.&lt;br /&gt;
&lt;br /&gt;
Once you have your IDE(s) installed you only need to make one change to make the DLL compile. In CvGameCoreDLL.rc for each project (there are 3, one for each dll) you need to change the reference to afxres.h to windows.h. After this simply build (you may need to clean first) and you should get 3 dlls, one for vanilla, G&amp;amp;K, and BNW. Note, you can safely remove the projects for versions your mod will not support (ie, you can only have it build the BNW dll).&lt;br /&gt;
&lt;br /&gt;
To add a new DLL to a mod, open up ModBuddy, and right click your mod project and select &#039;Add existing item&#039;. Navigate to the output folder from Visual Studio and select the DLL file, then click &#039;add&#039;. After this you need to set import to VFS for true for the DLL, and when your mod loads it should also tell the Civilization 5 exe to unload the normal DLL and load yours.&lt;br /&gt;
&lt;br /&gt;
=Basic Civ 5 DLL Architecture=&lt;br /&gt;
&lt;br /&gt;
The civilization 5 DLL has a lot of code in it and can be confusing to a newcomer. In this section I will endeavour to give a 30000 foot overview of the internals of the DLL.&lt;br /&gt;
&lt;br /&gt;
The Game Objects: The Civilization 5 game is represented by a few major classes. &lt;br /&gt;
&#039;&#039;&#039;CvGame:&#039;&#039;&#039; This class is the current game in progress. It contains basic info about the game, such as the settings used to create the game. It also does game-level things such as track score and check for winners, among other things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CvMap:&#039;&#039;&#039; This class contains the game map. It contains all of the CvPlots, as well as map-wide methods, such as the areas visible, the areas which contain water, the number of owned plots, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CvPlot:&#039;&#039;&#039; This is one hex tile in the game map. It contains enough data to describe what it is (terrain, features, improvements, resources, etc). It is also referenced by all location-based game objects and functions, so if you are making any edits to location based game mechanics you will need to edit CvPlot to be aware of these mechanics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CvPlayer:&#039;&#039;&#039; This is a human or AI player. If AI, it owns all of the AI objects. NOTE: Any player-wide effects you want to add should normally be handled through CvTeam, which deals with permanent allies and other instances of multiple civs working together. CvPlayer should only be used if you want to expressly want the effect to only be on one civ. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CvCity:&#039;&#039;&#039; This is one city. It (through other objects) handles all buildings inside it, and processes many different effects. It also is responsible for ensuring that construction of anything is properly handled. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CvUnit:&#039;&#039;&#039; This is a unit. It mainly contains info about itself and it&#039;s situation. It is also responsible for moving itself around and performing actions on it&#039;s environment. It is NOT responsible for combat. See &lt;br /&gt;
CvUnitCombat if you really want to mess with combat mechanics.&lt;br /&gt;
&lt;br /&gt;
These are far from the only objects, and each of these objects is more complex than this. This is only meant as a top-level overview for new dll coders on where to go if you want to do certain things. Later I will explain how these interact with teh data loading code when I write about new XML/SQL items.&lt;br /&gt;
&lt;br /&gt;
=Creating a new boolean XML tag/SQL column=&lt;br /&gt;
&lt;br /&gt;
Coming Soon...&lt;br /&gt;
&lt;br /&gt;
=Creating a new integer/floating point value XML tag/SQL column=&lt;br /&gt;
&lt;br /&gt;
Coming Soon...&lt;br /&gt;
&lt;br /&gt;
=Creating a new multi-level XML tag/SQL column=&lt;br /&gt;
&lt;br /&gt;
Coming Soon...&lt;br /&gt;
&lt;br /&gt;
=Debugging your custom DLL=&lt;br /&gt;
&lt;br /&gt;
Coming Soon...&lt;br /&gt;
&lt;br /&gt;
=Advanced Tips and Tricks=&lt;br /&gt;
&lt;br /&gt;
Coming Soon...&lt;/div&gt;</summary>
		<author><name>Ls612</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Basic_DLL_tasks&amp;diff=16476</id>
		<title>Basic DLL tasks</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Basic_DLL_tasks&amp;diff=16476"/>
		<updated>2014-02-25T22:36:24Z</updated>

		<summary type="html">&lt;p&gt;Ls612: fixed formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Basic DLL Tasks=&lt;br /&gt;
&lt;br /&gt;
The Civilization V SDK ships with the C++ source code for the Civilization V CvGameCoreDLL. This is the most powerful tool modders have, as it allows us to directly alter game code and game logic, but also one of the least used, as it has a codebase in excess of 100,000 lines of code and the architecture of the program is not always clear. In this article some basic tasks in modding the DLL will be covered, as well as some more advanced ones as well.&lt;br /&gt;
&lt;br /&gt;
=Requirements=&lt;br /&gt;
&lt;br /&gt;
This article is NOT a C++ tutorial. If you need one of those, Google is your friend. I will assume that you are knowledge of C++ coding, as well as knowledge of how a civ game works. I will not assume knowledge of the Civ 5 dll or the civ 4 dll, which was very similar architecture-wise. &lt;br /&gt;
&lt;br /&gt;
=Compiling the DLL=&lt;br /&gt;
&lt;br /&gt;
The DLL source comes with solutions for Visual Studio 2008, 2010, and 2012 (the 2012 one also compiles in 2013). However the project requires the VC++ 2008 toolchain. Since Visual Studio 2008 is a slightly outdated IDE it doesn&#039;t have the best features, so you should install Visual C++ 2008 Express and Visual C++ 2013 express to get the best development experience. If you don&#039;t want to do that just developing in VC2008 is fine as well. Any of the paid versions of Visual studio from these years will also work. Both of the express ones can be downloaded for free from Microsoft&#039;s website.&lt;br /&gt;
&lt;br /&gt;
Once you have your IDE(s) installed you only need to make one change to make the DLL compile. In CvGameCoreDLL.rc for each project (there are 3, one for each dll) you need to change the reference to afxres.h to windows.h. After this simply build (you may need to clean first) and you should get 3 dlls, one for vanilla, G&amp;amp;K, and BNW. Note, you can safely remove the projects for versions your mod will not support (ie, you can only have it build the BNW dll).&lt;br /&gt;
&lt;br /&gt;
To add a new DLL to a mod, open up ModBuddy, and right click your mod project and select &#039;Add existing item&#039;. Navigate to the output folder from Visual Studio and select the DLL file, then click &#039;add&#039;. After this you need to set import to VFS for true for the DLL, and when your mod loads it should also tell the Civilization 5 exe to unload the normal DLL and load yours.&lt;br /&gt;
&lt;br /&gt;
=Basic Civ 5 DLL Architecture=&lt;br /&gt;
&lt;br /&gt;
The civilization 5 DLL has a lot of code in it and can be confusing to a newcomer. In this section I will endeavour to give a 30000 foot overview of the internals of the DLL.&lt;br /&gt;
&lt;br /&gt;
The Game Objects: The Civilization 5 game is represented by a few major classes. &lt;br /&gt;
&#039;&#039;&#039;CvGame:&#039;&#039;&#039; This class is the current game in progress. It contains basic info about the game, such as the settings used to create the game. It also does game-level things such as track score and check for winners, among other things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CvMap:&#039;&#039;&#039; This class contains the game map. It contains all of the CvPlots, as well as map-wide methods, such as the areas visible, the areas which contain water, the number of owned plots, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CvPlot:&#039;&#039;&#039; This is one hex tile in the game map. It contains enough data to describe what it is (terrain, features, improvements, resources, etc). It is also referenced by all location-based game objects and functions, so if you are making any edits to location based game mechanics you will need to edit CvPlot to be aware of these mechanics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CvPlayer:&#039;&#039;&#039; This is a human or AI player. If AI, it owns all of the AI objects. NOTE: Any player-wide effects you want to add should normally be handled through CvTeam, which deals with permanent allies and other instances of multiple civs working together. CvPlayer should only be used if you want to expressly want the effect to only be on one civ. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CvCity:&#039;&#039;&#039; This is one city. It (through other objects) handles all buildings inside it, and processes many different effects. It also is responsible for ensuring that construction of anything is properly handled. &lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
CvUnit:&#039;&#039;&#039; This is a unit. It mainly contains info about itself and it&#039;s situation. It is also responsible for moving itself around and performing actions on it&#039;s environment. It is NOT responsible for combat. See &lt;br /&gt;
CvUnitCombat if you really want to mess with combat mechanics.&lt;br /&gt;
&lt;br /&gt;
These are far from the only objects, and each of these objects is more complex than this. This is only meant as a top-level overview for new dll coders on where to go if you want to do certain things. Later I will explain how these interact with teh data loading code when I write about new XML/SQL items.&lt;br /&gt;
&lt;br /&gt;
=Creating a new boolean XML tag/SQL column=&lt;br /&gt;
&lt;br /&gt;
Coming Soon...&lt;br /&gt;
&lt;br /&gt;
=Creating a new integer/floating point value XML tag/SQL column=&lt;br /&gt;
&lt;br /&gt;
Coming Soon...&lt;br /&gt;
&lt;br /&gt;
=Creating a new multi-level XML tag/SQL column=&lt;br /&gt;
&lt;br /&gt;
Coming Soon...&lt;br /&gt;
&lt;br /&gt;
=Debugging your custom DLL=&lt;br /&gt;
&lt;br /&gt;
Coming Soon...&lt;br /&gt;
&lt;br /&gt;
=Advanced Tips and Tricks=&lt;br /&gt;
&lt;br /&gt;
Coming Soon...&lt;/div&gt;</summary>
		<author><name>Ls612</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Basic_DLL_tasks&amp;diff=16475</id>
		<title>Basic DLL tasks</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Basic_DLL_tasks&amp;diff=16475"/>
		<updated>2014-02-25T22:35:22Z</updated>

		<summary type="html">&lt;p&gt;Ls612: Added info about Civ 5 DLL architecture&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Basic DLL Tasks=&lt;br /&gt;
&lt;br /&gt;
The Civilization V SDK ships with the C++ source code for the Civilization V CvGameCoreDLL. This is the most powerful tool modders have, as it allows us to directly alter game code and game logic, but also one of the least used, as it has a codebase in excess of 100,000 lines of code and the architecture of the program is not always clear. In this article some basic tasks in modding the DLL will be covered, as well as some more advanced ones as well.&lt;br /&gt;
&lt;br /&gt;
=Requirements=&lt;br /&gt;
&lt;br /&gt;
This article is NOT a C++ tutorial. If you need one of those, Google is your friend. I will assume that you are knowledge of C++ coding, as well as knowledge of how a civ game works. I will not assume knowledge of the Civ 5 dll or the civ 4 dll, which was very similar architecture-wise. &lt;br /&gt;
&lt;br /&gt;
=Compiling the DLL=&lt;br /&gt;
&lt;br /&gt;
The DLL source comes with solutions for Visual Studio 2008, 2010, and 2012 (the 2012 one also compiles in 2013). However the project requires the VC++ 2008 toolchain. Since Visual Studio 2008 is a slightly outdated IDE it doesn&#039;t have the best features, so you should install Visual C++ 2008 Express and Visual C++ 2013 express to get the best development experience. If you don&#039;t want to do that just developing in VC2008 is fine as well. Any of the paid versions of Visual studio from these years will also work. Both of the express ones can be downloaded for free from Microsoft&#039;s website.&lt;br /&gt;
&lt;br /&gt;
Once you have your IDE(s) installed you only need to make one change to make the DLL compile. In CvGameCoreDLL.rc for each project (there are 3, one for each dll) you need to change the reference to afxres.h to windows.h. After this simply build (you may need to clean first) and you should get 3 dlls, one for vanilla, G&amp;amp;K, and BNW. Note, you can safely remove the projects for versions your mod will not support (ie, you can only have it build the BNW dll).&lt;br /&gt;
&lt;br /&gt;
To add a new DLL to a mod, open up ModBuddy, and right click your mod project and select &#039;Add existing item&#039;. Navigate to the output folder from Visual Studio and select the DLL file, then click &#039;add&#039;. After this you need to set import to VFS for true for the DLL, and when your mod loads it should also tell the Civilization 5 exe to unload the normal DLL and load yours.&lt;br /&gt;
&lt;br /&gt;
=Basic Civ 5 DLL Architecture=&lt;br /&gt;
&lt;br /&gt;
The civilization 5 DLL has a lot of code in it and can be confusing to a newcomer. In this section I will endeavour to give a 30000 foot overview of the internals of the DLL.&lt;br /&gt;
&lt;br /&gt;
The Game Objects: The Civilization 5 game is represented by a few major classes. &lt;br /&gt;
CvGame: This class is the current game in progress. It contains basic info about the game, such as the settings used to create the game. It also does game-level things such as track score and check for winners, among other things.&lt;br /&gt;
CvMap: This class contains the game map. It contains all of the CvPlots, as well as map-wide methods, such as the areas visible, the areas which contain water, the number of owned plots, etc.&lt;br /&gt;
CvPlot: This is one hex tile in the game map. It contains enough data to describe what it is (terrain, features, improvements, resources, etc). It is also referenced by all location-based game objects and functions, so if you are making any edits to location based game mechanics you will need to edit CvPlot to be aware of these mechanics.&lt;br /&gt;
CvPlayer: This is a human or AI player. If AI, it owns all of the AI objects. NOTE: Any player-wide effects you want to add should normally be handled through CvTeam, which deals with permanent allies and other instances of multiple civs working together. CvPlayer should only be used if you want to expressly want the effect to only be on one civ. &lt;br /&gt;
CvCity: This is one city. It (through other objects) handles all buildings inside it, and processes many different effects. It also is responsible for ensuring that construction of anything is properly handled. &lt;br /&gt;
CvUnit: This is a unit. It mainly contains info about itself and it&#039;s situation. It is also responsible for moving itself around and performing actions on it&#039;s environment. It is NOT responsible for combat. See CvUnitCombat if you really want to mess with combat mechanics.&lt;br /&gt;
&lt;br /&gt;
These are far from the only objects, and each of these objects is more complex than this. This is only meant as a top-level overview for new dll coders on where to go if you want to do certain things. Later I will explain how these interact with teh data loading code when I write about new XML/SQL items.&lt;br /&gt;
&lt;br /&gt;
=Creating a new boolean XML tag/SQL column=&lt;br /&gt;
&lt;br /&gt;
Coming Soon...&lt;br /&gt;
&lt;br /&gt;
=Creating a new integer/floating point value XML tag/SQL column=&lt;br /&gt;
&lt;br /&gt;
Coming Soon...&lt;br /&gt;
&lt;br /&gt;
=Creating a new multi-level XML tag/SQL column=&lt;br /&gt;
&lt;br /&gt;
Coming Soon...&lt;br /&gt;
&lt;br /&gt;
=Debugging your custom DLL=&lt;br /&gt;
&lt;br /&gt;
Coming Soon...&lt;br /&gt;
&lt;br /&gt;
=Advanced Tips and Tricks=&lt;br /&gt;
&lt;br /&gt;
Coming Soon...&lt;/div&gt;</summary>
		<author><name>Ls612</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Basic_DLL_tasks&amp;diff=16466</id>
		<title>Basic DLL tasks</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Basic_DLL_tasks&amp;diff=16466"/>
		<updated>2014-02-21T00:09:48Z</updated>

		<summary type="html">&lt;p&gt;Ls612: /* Compiling the DLL */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Basic DLL Tasks=&lt;br /&gt;
&lt;br /&gt;
The Civilization V SDK ships with the C++ source code for the Civilization V CvGameCoreDLL. This is the most powerful tool modders have, as it allows us to directly alter game code and game logic, but also one of the least used, as it has a codebase in excess of 100,000 lines of code and the architecture of the program is not always clear. In this article some basic tasks in modding the DLL will be covered, as well as some more advanced ones as well.&lt;br /&gt;
&lt;br /&gt;
=Requirements=&lt;br /&gt;
&lt;br /&gt;
This article is NOT a C++ tutorial. If you need one of those, Google is your friend. I will assume that you are knowledge of C++ coding, as well as knowledge of how a civ game works. I will not assume knowledge of the Civ 5 dll or the civ 4 dll, which was very similar architecture-wise. &lt;br /&gt;
&lt;br /&gt;
=Compiling the DLL=&lt;br /&gt;
&lt;br /&gt;
The DLL source comes with solutions for Visual Studio 2008, 2010, and 2012 (the 2012 one also compiles in 2013). However the project requires the VC++ 2008 toolchain. Since Visual Studio 2008 is a slightly outdated IDE it doesn&#039;t have the best features, so you should install Visual C++ 2008 Express and Visual C++ 2013 express to get the best development experience. If you don&#039;t want to do that just developing in VC2008 is fine as well. Any of the paid versions of Visual studio from these years will also work. Both of the express ones can be downloaded for free from Microsoft&#039;s website.&lt;br /&gt;
&lt;br /&gt;
Once you have your IDE(s) installed you only need to make one change to make the DLL compile. In CvGameCoreDLL.rc for each project (there are 3, one for each dll) you need to change the reference to afxres.h to windows.h. After this simply build (you may need to clean first) and you should get 3 dlls, one for vanilla, G&amp;amp;K, and BNW. Note, you can safely remove the projects for versions your mod will not support (ie, you can only have it build the BNW dll).&lt;br /&gt;
&lt;br /&gt;
To add a new DLL to a mod, open up ModBuddy, and right click your mod project and select &#039;Add existing item&#039;. Navigate to the output folder from Visual Studio and select the DLL file, then click &#039;add&#039;. After this you need to set import to VFS for true for the DLL, and when your mod loads it should also tell the Civilization 5 exe to unload the normal DLL and load yours.&lt;br /&gt;
&lt;br /&gt;
=Basic Civ 5 DLL Architecture=&lt;br /&gt;
&lt;br /&gt;
Coming Soon...&lt;br /&gt;
&lt;br /&gt;
=Creating a new boolean XML tag/SQL column=&lt;br /&gt;
&lt;br /&gt;
Coming Soon...&lt;br /&gt;
&lt;br /&gt;
=Creating a new integer/floating point value XML tag/SQL column=&lt;br /&gt;
&lt;br /&gt;
Coming Soon...&lt;br /&gt;
&lt;br /&gt;
=Creating a new multi-level XML tag/SQL column=&lt;br /&gt;
&lt;br /&gt;
Coming Soon...&lt;br /&gt;
&lt;br /&gt;
=Debugging your custom DLL=&lt;br /&gt;
&lt;br /&gt;
Coming Soon...&lt;br /&gt;
&lt;br /&gt;
=Advanced Tips and Tricks=&lt;br /&gt;
&lt;br /&gt;
Coming Soon...&lt;/div&gt;</summary>
		<author><name>Ls612</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Civ5_DLL_Reference&amp;diff=16465</id>
		<title>Civ5 DLL Reference</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Civ5_DLL_Reference&amp;diff=16465"/>
		<updated>2014-02-20T21:37:30Z</updated>

		<summary type="html">&lt;p&gt;Ls612: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Tutorials =&lt;br /&gt;
* [http://forums.civfanatics.com/showthread.php?t=479374 Compiling the DLL]&lt;br /&gt;
* [[Basic DLL tasks]]&lt;br /&gt;
&lt;br /&gt;
= Reference =&lt;br /&gt;
Under construction&lt;/div&gt;</summary>
		<author><name>Ls612</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Civ5_DLL_Reference&amp;diff=16464</id>
		<title>Civ5 DLL Reference</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Civ5_DLL_Reference&amp;diff=16464"/>
		<updated>2014-02-20T21:37:13Z</updated>

		<summary type="html">&lt;p&gt;Ls612: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Tutorials =&lt;br /&gt;
* [http://forums.civfanatics.com/showthread.php?t=479374 Compiling the DLL]&lt;br /&gt;
[[Basic DLL tasks]]&lt;br /&gt;
&lt;br /&gt;
= Reference =&lt;br /&gt;
Under construction&lt;/div&gt;</summary>
		<author><name>Ls612</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Basic_DLL_tasks&amp;diff=16463</id>
		<title>Basic DLL tasks</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Basic_DLL_tasks&amp;diff=16463"/>
		<updated>2014-02-20T21:36:05Z</updated>

		<summary type="html">&lt;p&gt;Ls612: Created page with &amp;quot;=Basic DLL Tasks=  The Civilization V SDK ships with the C++ source code for the Civilization V CvGameCoreDLL. This is the most powerful tool modders have, as it allows us to ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Basic DLL Tasks=&lt;br /&gt;
&lt;br /&gt;
The Civilization V SDK ships with the C++ source code for the Civilization V CvGameCoreDLL. This is the most powerful tool modders have, as it allows us to directly alter game code and game logic, but also one of the least used, as it has a codebase in excess of 100,000 lines of code and the architecture of the program is not always clear. In this article some basic tasks in modding the DLL will be covered, as well as some more advanced ones as well.&lt;br /&gt;
&lt;br /&gt;
=Requirements=&lt;br /&gt;
&lt;br /&gt;
This article is NOT a C++ tutorial. If you need one of those, Google is your friend. I will assume that you are knowledge of C++ coding, as well as knowledge of how a civ game works. I will not assume knowledge of the Civ 5 dll or the civ 4 dll, which was very similar architecture-wise. &lt;br /&gt;
&lt;br /&gt;
=Compiling the DLL=&lt;br /&gt;
&lt;br /&gt;
The DLL source comes with solutions for Visual Studio 2008, 2010, and 2012 (the 2012 one also compiles in 2013). However the project requires the VC++ 2008 toolchain. Since Visual Studio 2008 is a slightly outdated IDE it doesn&#039;t have the best features, so you should install Visual C++ 2008 Express and Visual C++ 2013 express to get the best development experience. If you don&#039;t want to do that just developing in VC2008 is fine as well. Any of the paid versions of Visual studio from these years will also work. Both of the express ones can be downloaded for free from Microsoft&#039;s website.&lt;br /&gt;
&lt;br /&gt;
Once you have your IDE(s) installed you only need to make one change to make the DLL compile. In CvGameCoreDLL.rc for each project (there are 3, one for each dll) you need to change the reference to afxres.h to windows.h. After this simply build (you may need to clean first) and you should get 3 dlls, one for vanilla, G&amp;amp;K, and BNW.&lt;br /&gt;
&lt;br /&gt;
To add a new DLL to a mod, open up ModBuddy, and right click your mod project and select &#039;Add existing item&#039;. Navigate to the output folder from Visual Studio and select the DLL file, then click &#039;add&#039;. After this you need to set import to VFS for true for the DLL, and when your mod loads it should also tell the Civilization 5 exe to unload the normal DLL and load yours.&lt;br /&gt;
&lt;br /&gt;
=Basic Civ 5 DLL Architecture=&lt;br /&gt;
&lt;br /&gt;
Coming Soon...&lt;br /&gt;
&lt;br /&gt;
=Creating a new boolean XML tag/SQL column=&lt;br /&gt;
&lt;br /&gt;
Coming Soon...&lt;br /&gt;
&lt;br /&gt;
=Creating a new integer/floating point value XML tag/SQL column=&lt;br /&gt;
&lt;br /&gt;
Coming Soon...&lt;br /&gt;
&lt;br /&gt;
=Creating a new multi-level XML tag/SQL column=&lt;br /&gt;
&lt;br /&gt;
Coming Soon...&lt;br /&gt;
&lt;br /&gt;
=Debugging your custom DLL=&lt;br /&gt;
&lt;br /&gt;
Coming Soon...&lt;br /&gt;
&lt;br /&gt;
=Advanced Tips and Tricks=&lt;br /&gt;
&lt;br /&gt;
Coming Soon...&lt;/div&gt;</summary>
		<author><name>Ls612</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=User:Test2&amp;diff=15522</id>
		<title>User:Test2</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=User:Test2&amp;diff=15522"/>
		<updated>2013-10-27T20:32:09Z</updated>

		<summary type="html">&lt;p&gt;Ls612: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Please don&#039;t delete this account, I&#039;m using it to test some stuff.&lt;br /&gt;
&lt;br /&gt;
-ls612&lt;br /&gt;
&lt;br /&gt;
What do you want to test? Btw, 4 times the ~ sets a time stamp with your name, that might be useful ;). [[User:The J|The J]] ([[User talk:The J|talk]]) 15:24, 27 October 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
I was testing some things with external links, currently the functionality is still there, but I want to keep this test account around to test it after ainwood adds the restrictions. I&#039;m pretty sure I can&#039;t properly test it with mine as it has elevated privleges. [[User:Ls612|Ls612]] ([[User talk:Ls612|talk]]) 20:32, 27 October 2013 (UTC)&lt;/div&gt;</summary>
		<author><name>Ls612</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=User:Test2&amp;diff=15510</id>
		<title>User:Test2</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=User:Test2&amp;diff=15510"/>
		<updated>2013-10-27T15:14:55Z</updated>

		<summary type="html">&lt;p&gt;Ls612: Created page with &amp;quot;Please don&amp;#039;t delete this account, I&amp;#039;m using it to test some stuff.  -ls612&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Please don&#039;t delete this account, I&#039;m using it to test some stuff.&lt;br /&gt;
&lt;br /&gt;
-ls612&lt;/div&gt;</summary>
		<author><name>Ls612</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Main_Page&amp;diff=15139</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Main_Page&amp;diff=15139"/>
		<updated>2013-10-22T22:34:03Z</updated>

		<summary type="html">&lt;p&gt;Ls612: Registration notice removed now that site is working properly&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| width=&amp;quot;100%&amp;quot; style=&amp;quot;background: transparent;&amp;quot;&lt;br /&gt;
|width=&amp;quot;100%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;border: 1px solid #999999; padding: .5em 1em; margin: 1em; background-color: #E5EEFF;&amp;quot;|&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Welcome to Civilization Modding Wiki&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We are pleased to announce the creation of the Civilization modding wiki here on [http://www.civfanatics.com/ CivFanatics]. The goal of this wiki is to be a reliable and comprehensive reference for all things related to Civilization modding, such as tutorials and XML reference. If you&#039;d like to contribute, feel free to [[Special:UserLogin|register]] and start writing.&lt;br /&gt;
&lt;br /&gt;
== What can you do to help ==&lt;br /&gt;
* Help convert existing tutorials and guides from our tutorial forums&lt;br /&gt;
* Add new page(s) or edit existing page(s)&lt;br /&gt;
* Correct spelling and grammatical errors&lt;br /&gt;
* Post suggestions and ideas about the wiki in [http://forums.civfanatics.com/forumdisplay.php?f=19 Site Feedback] forum&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; style=&amp;quot;background: transparent;&amp;quot;&lt;br /&gt;
|class=&amp;quot;MainPageLeft&amp;quot; width=&amp;quot;50%&amp;quot; rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;border: 1px solid #FF8A8A; padding: .5em 1em; margin: 1em; background-color: #f0f0ff;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;Civilization V&#039;&#039;==&lt;br /&gt;
* [[Civ5 Modding Tutorials|Modding Tutorials]]&lt;br /&gt;
* [[Civ5 XML Reference|XML/SQL Reference]]&lt;br /&gt;
* [[Lua and UI Reference]]&lt;br /&gt;
* [[Civ5 DLL Reference|DLL Reference]]&lt;br /&gt;
* [[Civ5 Useful Programs|Useful Programs]]&lt;br /&gt;
&lt;br /&gt;
|width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;border: 1px solid #6BDB6B; padding: .5em 1em; margin: 1em; background-color: #f0fff0;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;Civilization IV&#039;&#039;==&lt;br /&gt;
* [[Civ4 Modding Tutorials|Modding Tutorials]]&lt;br /&gt;
* [[Civ4 XML Reference|XML Reference]]&lt;br /&gt;
* [[Civ4 SDK|SDK Guide]]&lt;br /&gt;
* [[Civ4 Python|Python Reference]]&lt;br /&gt;
* [[Civ4 World Builder|World Builder]]&lt;br /&gt;
* [[Civ4 Useful Programs|Useful Programs]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; style=&amp;quot;background: transparent;&amp;quot;&lt;br /&gt;
|class=&amp;quot;MainPageLeft&amp;quot; width=&amp;quot;50%&amp;quot; rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;border: 1px solid #FF8A8A; padding: .5em 1em; margin: 1em; background-color: #f0f0ff;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;Civilization III&#039;&#039;==&lt;br /&gt;
* [[Civ3 Modding Tutorials|Modding Tutorials]]&lt;br /&gt;
* [[Civ3 Modding Resources|Modding Resources]]&lt;br /&gt;
* [[Civ3 Modding Tools|Modding Tools]]&lt;br /&gt;
* [[Civ3 Editor Guide|Editor Guide]]&lt;br /&gt;
* [[Civ3 Expanded Editor Guide|Expanded Editor Guide]]&lt;br /&gt;
* [[Civ III Civilopedia Database|Civilopedia Database]]&lt;br /&gt;
&lt;br /&gt;
|width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;border: 1px solid #6BDB6B; padding: .5em 1em; margin: 1em; background-color: #f0fff0;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;Civilization II&#039;&#039;==&lt;br /&gt;
* Civilization II information can be found at the [http://sleague.civfanatics.com/index.php/Category:Tips Civilization II Scenario League].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; style=&amp;quot;background: transparent;&amp;quot;&lt;br /&gt;
|width=&amp;quot;100%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;border: 1px solid #837e8c; padding: .5em 1em; margin: 1em; background-color: #efe5ff;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;Quick Links&#039;&#039;==&lt;br /&gt;
* [http://wiki.2kgames.com/civ5/index.php/Main_Page 2K Civ5 Wiki]&lt;br /&gt;
* [http://www.civfanatics.com/ CivFanatics]&lt;br /&gt;
* [http://forums.civfanatics.com/ CivFanatics Forums]&lt;br /&gt;
* [http://forums.civfanatics.com/downloads.php File Download Database]&lt;br /&gt;
* [http://forums.civfanatics.com/showthread.php?t=452157 File Host List]&lt;br /&gt;
* [http://meta.wikimedia.org/wiki/Help:Contents MediaWiki User Guide]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Ls612</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Civ5_Useful_Programs&amp;diff=14883</id>
		<title>Civ5 Useful Programs</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Civ5_Useful_Programs&amp;diff=14883"/>
		<updated>2013-08-06T14:17:38Z</updated>

		<summary type="html">&lt;p&gt;Ls612: Updated useful programs for 2013&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page includes information on the Civ5 Modding Tools as well as links to other useful programs.&lt;br /&gt;
&lt;br /&gt;
= SDK =&lt;br /&gt;
&#039;&#039;&#039;World Builder&#039;&#039;&#039;&lt;br /&gt;
:The stand-alone world builder allows users to create and modify maps and scenarios for Civilization V.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mod Buddy&#039;&#039;&#039;&lt;br /&gt;
:An editor (IDE) for the XML and Lua elements of the game and allows for the creation, packaging, and uploading of mods. To use it, you have to install the [http://www.microsoft.com/downloads/en/details.aspx?FamilyID=DFBA7AC4-5366-456E-ABD6-0E3E6BA83B7C&amp;amp;displaylang=enMicrosoft Visual Studio 2010 Shell (Isolated) Redistributable Package]. ModBuddy will prompt you to install this if you don&#039;t have it already&lt;br /&gt;
:[http://forums.civfanatics.com/showthread.php?t=387554 Installing ModBuddy Extensions]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nexus&#039;&#039;&#039;&lt;br /&gt;
:A collection of tools to to work with the art in Civilization V.&lt;br /&gt;
:[http://forums.civfanatics.com/showthread.php?t=386972 Initial Look at Nexus, 3D Unit Art, and Reskinning]&lt;br /&gt;
:Note that Photoshop templates for icons are also bundled in the SDK, under the &#039;&#039;Art&#039;&#039; folder (in &#039;&#039;Programs Files/Steam/...&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FireTuner&#039;&#039;&#039;&lt;br /&gt;
:An advanced debugging terminal. It displays the lua output, provides an interactive console and can be simply extended with custom controls and tables.&lt;br /&gt;
:Do not forget to modify your *.ini files, see [[Debugging (Civ5)#Configuration|Debugging#Configuration]].&lt;br /&gt;
:[http://forums.civfanatics.com/showthread.php?t=399821 Simple Tuner Modifications]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Digging the source code and the data tables =&lt;br /&gt;
Since the documentation is sparse, you need a tool to quickly inspect the civ5 source and data files and search in all of them at once. See also [http://forums.civfanatics.com/showthread.php?t=475076 this comparison of search tools].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notepad++&#039;&#039;&#039;&lt;br /&gt;
:A great and renowned text editor with a &amp;quot;search in all files&amp;quot; feature (hit ctrl + shift + f). Used by many developers around the world. [http://sourceforge.net/projects/notepad-plus/ Download].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Visual C++ 2010 Express&#039;&#039;&#039;&lt;br /&gt;
:This is Microsoft&#039;s free C/C++ IDE, which is needed in order to compile the DLL. It includes code editing, autocompletion, compilation, and debugging and can be downloaded [https://www.microsoft.com/visualstudio/eng/downloads#d-2010-express here]. NOTE: any more modern version of Visual Studio should work so long as you have VC++ 2010 installed as well.&lt;br /&gt;
&lt;br /&gt;
= Browsing the art assets =&lt;br /&gt;
&#039;&#039;&#039;Dragon unpacker&#039;&#039;&#039;&lt;br /&gt;
:Can extract the Firaxis packages (.fpk files). [http://sourceforge.net/projects/dragonunpacker/ Download].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DDS Unpacker&#039;&#039;&#039;&lt;br /&gt;
:Some DDS files have been compressed even further and look messed up if you open them in an image viewer. This tool rebuilds them. [http://forums.civfanatics.com/showthread.php?t=389316 Download].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;XnView&#039;&#039;&#039;&lt;br /&gt;
:An images browser to get a quick look at all the DDS files to spot the one you&#039;re looking for. [http://www.xnview.com/en/download.html Download].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FireTuner: Textures Viewer&#039;&#039;&#039;&lt;br /&gt;
:A FireTuner panel to browse most of the game&#039;s textures. [http://forums.2kgames.com/showthread.php?118165-MOD-LiveTuner-Texture-Viewer Download].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FireTuner: Icons Viewer&#039;&#039;&#039;&lt;br /&gt;
:A FireTuner panel to browse the game&#039;s icons. [http://forums.2kgames.com/showthread.php?118055-MOD-LiveTuner-Icon-Viewer Download].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Creating Art Assets =&lt;br /&gt;
&#039;&#039;&#039;NVidia Texture Tools for Photoshop&#039;&#039;&#039;&lt;br /&gt;
:A Photoshop plugin to save textures under the DDS format. [http://developer.nvidia.com/content/nvidia-texture-tools-adobe-photoshop Download]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paint.net&#039;&#039;&#039;&lt;br /&gt;
:An easy-to-use and moderately powerful open-source image editor for Windows that natively supports the DDS format. [http://www.getpaint.net/ Download]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GIMP&#039;&#039;&#039;&lt;br /&gt;
:A free &amp;amp; open source image editing and manipulation tool. Very useful for creating 2d assets (icons). A windows installer version can be downloaded [http://www.gimp.org/downloads/ here].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nexus Buddy 2&#039;&#039;&#039;&lt;br /&gt;
:Created by a member of the CFC community, this tool makes it much easier to work with 3d assets, especially for things other than units. You can download the latest version from the forums [http://forums.civfanatics.com/showthread.php?t=496855 here], and it is actively updated by its author.&lt;br /&gt;
&lt;br /&gt;
= Testing and debugging =&lt;br /&gt;
&lt;br /&gt;
=== SQLite tools ===&lt;br /&gt;
Anytime it starts a game, Civilization V saves a SQLite snapshot of the database, including the changes made by mods, under &#039;&#039;Civ5DebugDatabase.db&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SQLite Manager&#039;&#039;&#039;&lt;br /&gt;
:NOTE: This is at the moment not compatible with the latest version of Firefox. The latest version it is compatible with is 19.0. &lt;br /&gt;
A Firefox plug-in, slightly more powerful than the previous tool. [https://addons.mozilla.org/en-US/firefox/addon/sqlite-manager/ Download]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SQLiteSpy&#039;&#039;&#039;&lt;br /&gt;
:A Windows software to inspect the SQLite files. [http://www.yunqa.de/delphi/doku.php/products/sqlitespy/index Download]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SQLite Browser&#039;&#039;&#039;&lt;br /&gt;
:A Windows software to inspect the SQLite files. [http://sqlitebrowser.sourceforge.net/screenshots.html Download]&lt;br /&gt;
&lt;br /&gt;
=== Cheating tools and game inspectors ===&lt;br /&gt;
&#039;&#039;&#039;In-game Editor (IGE)&#039;&#039;&#039;&lt;br /&gt;
:Add or remove units, cities, resources, change the terrain, trigger wars, etc. Convenient to quickly test your mod. [http://forums.civfanatics.com/showthread.php?t=436912 Download] (also on the Steam Workshop).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FireTuner: Techs and policies panel&#039;&#039;&#039;&lt;br /&gt;
:A FireTuner panel to list, grant and revoke techs and policies. [http://forums.2kgames.com/showthread.php?108533-MOD-LiveTuner-Tech-and-Policy-Panels Download].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Civ5]]&lt;/div&gt;</summary>
		<author><name>Ls612</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Civ5_Useful_Programs&amp;diff=14882</id>
		<title>Civ5 Useful Programs</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Civ5_Useful_Programs&amp;diff=14882"/>
		<updated>2013-08-06T14:11:55Z</updated>

		<summary type="html">&lt;p&gt;Ls612: Note about compatibility&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page includes information on the Civ5 Modding Tools as well as links to other useful programs.&lt;br /&gt;
&lt;br /&gt;
= SDK =&lt;br /&gt;
&#039;&#039;&#039;World Builder&#039;&#039;&#039;&lt;br /&gt;
:The stand-alone world builder allows users to create and modify maps and scenarios for Civilization V.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mod Buddy&#039;&#039;&#039;&lt;br /&gt;
:An editor (IDE) for the XML and Lua elements of the game and allows for the creation, packaging, and uploading of mods. To use it, you have to install the [http://www.microsoft.com/downloads/en/details.aspx?FamilyID=DFBA7AC4-5366-456E-ABD6-0E3E6BA83B7C&amp;amp;displaylang=enMicrosoft Visual Studio 2010 Shell (Isolated) Redistributable Package].&lt;br /&gt;
:[http://forums.civfanatics.com/showthread.php?t=387554 Installing ModBuddy Extensions]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nexus&#039;&#039;&#039;&lt;br /&gt;
:A collection of tools to to work with the art in Civilization V.&lt;br /&gt;
:[http://forums.civfanatics.com/showthread.php?t=386972 Initial Look at Nexus, 3D Unit Art, and Reskinning]&lt;br /&gt;
:Note that Photoshop templates for icons are also bundled in the SDK, under the &#039;&#039;Art&#039;&#039; folder (in &#039;&#039;Programs Files/Steam/...&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FireTuner&#039;&#039;&#039;&lt;br /&gt;
:An advanced debugging terminal. It displays the lua output, provides an interactive console and can be simply extended with custom controls and tables.&lt;br /&gt;
:Do not forget to modify your *.ini files, see [[Debugging (Civ5)#Configuration|Debugging#Configuration]].&lt;br /&gt;
:[http://forums.civfanatics.com/showthread.php?t=399821 Simple Tuner Modifications]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Digging the source code and the data tables =&lt;br /&gt;
Since the documentation is sparse, you need a tool to quickly inspect the civ5 source and data files and search in all of them at once. See also [http://forums.civfanatics.com/showthread.php?t=475076 this comparison of search tools].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notepad++&#039;&#039;&#039;&lt;br /&gt;
:A great and renowned text editor with a &amp;quot;search in all files&amp;quot; feature (hit ctrl + shift + f). Used by many developers around the world. [http://sourceforge.net/projects/notepad-plus/ Download].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Visual C++ 2010 Express&#039;&#039;&#039;&lt;br /&gt;
:This is Microsoft&#039;s free C/C++ IDE, which is needed in order to compile the DLL. It includes code editing, autocompletion, compilation, and debugging and can be downloaded [https://www.microsoft.com/visualstudio/eng/downloads#d-2010-express here].&lt;br /&gt;
&lt;br /&gt;
= Browsing the art assets =&lt;br /&gt;
&#039;&#039;&#039;Dragon unpacker&#039;&#039;&#039;&lt;br /&gt;
:Can extract the Firaxis packages (.fpk files). [http://sourceforge.net/projects/dragonunpacker/ Download].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DDS Unpacker&#039;&#039;&#039;&lt;br /&gt;
:Some DDS files have been compressed even further and look messed up if you open them in an image viewer. This tool rebuilds them. [http://forums.civfanatics.com/showthread.php?t=389316 Download].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;XnView&#039;&#039;&#039;&lt;br /&gt;
:An images browser to get a quick look at all the DDS files to spot the one you&#039;re looking for. [http://www.xnview.com/en/download.html Download].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FireTuner: Textures Viewer&#039;&#039;&#039;&lt;br /&gt;
:A FireTuner panel to browse most of the game&#039;s textures. [http://forums.2kgames.com/showthread.php?118165-MOD-LiveTuner-Texture-Viewer Download].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FireTuner: Icons Viewer&#039;&#039;&#039;&lt;br /&gt;
:A FireTuner panel to browse the game&#039;s icons. [http://forums.2kgames.com/showthread.php?118055-MOD-LiveTuner-Icon-Viewer Download].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Creating textures =&lt;br /&gt;
&#039;&#039;&#039;NVidia Texture Tools for Photoshop&#039;&#039;&#039;&lt;br /&gt;
:A Photoshop plugin to save textures under the DDS format. [http://developer.nvidia.com/content/nvidia-texture-tools-adobe-photoshop Download]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paint.net&#039;&#039;&#039;&lt;br /&gt;
:An easy-to-use and moderately powerful open-source image editor for Windows that natively supports the DDS format. [http://www.getpaint.net/ Download]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Testing and debugging =&lt;br /&gt;
&lt;br /&gt;
=== SQLite tools ===&lt;br /&gt;
Anytime it starts a game, Civilization V saves a SQLite snapshot of the database, including the changes made by mods, under &#039;&#039;Civ5DebugDatabase.db&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SQLite Manager&#039;&#039;&#039;&lt;br /&gt;
:NOTE: This is at the moment not compatible with the latest version of Firefox. The latest version it is compatible with is 19.0. &lt;br /&gt;
A Firefox plug-in, slightly more powerful than the previous tool. [https://addons.mozilla.org/en-US/firefox/addon/sqlite-manager/ Download]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SQLiteSpy&#039;&#039;&#039;&lt;br /&gt;
:A Windows software to inspect the SQLite files. [http://www.yunqa.de/delphi/doku.php/products/sqlitespy/index Download]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SQLite Browser&#039;&#039;&#039;&lt;br /&gt;
:A Windows software to inspect the SQLite files. [http://sqlitebrowser.sourceforge.net/screenshots.html Download]&lt;br /&gt;
&lt;br /&gt;
=== Cheating tools and game inspectors ===&lt;br /&gt;
&#039;&#039;&#039;In-game Editor (IGE)&#039;&#039;&#039;&lt;br /&gt;
:Add or remove units, cities, resources, change the terrain, trigger wars, etc. Convenient to quickly test your mod. [http://forums.civfanatics.com/showthread.php?t=436912 Download] (also on the Steam Workshop).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FireTuner: Techs and policies panel&#039;&#039;&#039;&lt;br /&gt;
:A FireTuner panel to list, grant and revoke techs and policies. [http://forums.2kgames.com/showthread.php?108533-MOD-LiveTuner-Tech-and-Policy-Panels Download].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Civ5]]&lt;/div&gt;</summary>
		<author><name>Ls612</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Civ5_Useful_Programs&amp;diff=14881</id>
		<title>Civ5 Useful Programs</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Civ5_Useful_Programs&amp;diff=14881"/>
		<updated>2013-08-06T14:09:46Z</updated>

		<summary type="html">&lt;p&gt;Ls612: Added VC2010 links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page includes information on the Civ5 Modding Tools as well as links to other useful programs.&lt;br /&gt;
&lt;br /&gt;
= SDK =&lt;br /&gt;
&#039;&#039;&#039;World Builder&#039;&#039;&#039;&lt;br /&gt;
:The stand-alone world builder allows users to create and modify maps and scenarios for Civilization V.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mod Buddy&#039;&#039;&#039;&lt;br /&gt;
:An editor (IDE) for the XML and Lua elements of the game and allows for the creation, packaging, and uploading of mods. To use it, you have to install the [http://www.microsoft.com/downloads/en/details.aspx?FamilyID=DFBA7AC4-5366-456E-ABD6-0E3E6BA83B7C&amp;amp;displaylang=enMicrosoft Visual Studio 2010 Shell (Isolated) Redistributable Package].&lt;br /&gt;
:[http://forums.civfanatics.com/showthread.php?t=387554 Installing ModBuddy Extensions]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nexus&#039;&#039;&#039;&lt;br /&gt;
:A collection of tools to to work with the art in Civilization V.&lt;br /&gt;
:[http://forums.civfanatics.com/showthread.php?t=386972 Initial Look at Nexus, 3D Unit Art, and Reskinning]&lt;br /&gt;
:Note that Photoshop templates for icons are also bundled in the SDK, under the &#039;&#039;Art&#039;&#039; folder (in &#039;&#039;Programs Files/Steam/...&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FireTuner&#039;&#039;&#039;&lt;br /&gt;
:An advanced debugging terminal. It displays the lua output, provides an interactive console and can be simply extended with custom controls and tables.&lt;br /&gt;
:Do not forget to modify your *.ini files, see [[Debugging (Civ5)#Configuration|Debugging#Configuration]].&lt;br /&gt;
:[http://forums.civfanatics.com/showthread.php?t=399821 Simple Tuner Modifications]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Digging the source code and the data tables =&lt;br /&gt;
Since the documentation is sparse, you need a tool to quickly inspect the civ5 source and data files and search in all of them at once. See also [http://forums.civfanatics.com/showthread.php?t=475076 this comparison of search tools].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notepad++&#039;&#039;&#039;&lt;br /&gt;
:A great and renowned text editor with a &amp;quot;search in all files&amp;quot; feature (hit ctrl + shift + f). Used by many developers around the world. [http://sourceforge.net/projects/notepad-plus/ Download].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Visual C++ 2010 Express&#039;&#039;&#039;&lt;br /&gt;
:This is Microsoft&#039;s free C/C++ IDE, which is needed in order to compile the DLL. It includes code editing, autocompletion, compilation, and debugging and can be downloaded [https://www.microsoft.com/visualstudio/eng/downloads#d-2010-express here].&lt;br /&gt;
&lt;br /&gt;
= Browsing the art assets =&lt;br /&gt;
&#039;&#039;&#039;Dragon unpacker&#039;&#039;&#039;&lt;br /&gt;
:Can extract the Firaxis packages (.fpk files). [http://sourceforge.net/projects/dragonunpacker/ Download].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DDS Unpacker&#039;&#039;&#039;&lt;br /&gt;
:Some DDS files have been compressed even further and look messed up if you open them in an image viewer. This tool rebuilds them. [http://forums.civfanatics.com/showthread.php?t=389316 Download].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;XnView&#039;&#039;&#039;&lt;br /&gt;
:An images browser to get a quick look at all the DDS files to spot the one you&#039;re looking for. [http://www.xnview.com/en/download.html Download].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FireTuner: Textures Viewer&#039;&#039;&#039;&lt;br /&gt;
:A FireTuner panel to browse most of the game&#039;s textures. [http://forums.2kgames.com/showthread.php?118165-MOD-LiveTuner-Texture-Viewer Download].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FireTuner: Icons Viewer&#039;&#039;&#039;&lt;br /&gt;
:A FireTuner panel to browse the game&#039;s icons. [http://forums.2kgames.com/showthread.php?118055-MOD-LiveTuner-Icon-Viewer Download].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Creating textures =&lt;br /&gt;
&#039;&#039;&#039;NVidia Texture Tools for Photoshop&#039;&#039;&#039;&lt;br /&gt;
:A Photoshop plugin to save textures under the DDS format. [http://developer.nvidia.com/content/nvidia-texture-tools-adobe-photoshop Download]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paint.net&#039;&#039;&#039;&lt;br /&gt;
:An easy-to-use and moderately powerful open-source image editor for Windows that natively supports the DDS format. [http://www.getpaint.net/ Download]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Testing and debugging =&lt;br /&gt;
&lt;br /&gt;
=== SQLite tools ===&lt;br /&gt;
Anytime it starts a game, Civilization V saves a SQLite snapshot of the database, including the changes made by mods, under &#039;&#039;Civ5DebugDatabase.db&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SQLite Manager&#039;&#039;&#039;&lt;br /&gt;
:A Firefox plug-in, slightly more powerful than the previous tool. [https://addons.mozilla.org/en-US/firefox/addon/sqlite-manager/ Download]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SQLiteSpy&#039;&#039;&#039;&lt;br /&gt;
:A Windows software to inspect the SQLite files. [http://www.yunqa.de/delphi/doku.php/products/sqlitespy/index Download]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SQLite Browser&#039;&#039;&#039;&lt;br /&gt;
:A Windows software to inspect the SQLite files. [http://sqlitebrowser.sourceforge.net/screenshots.html Download]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Cheating tools and game inspectors ===&lt;br /&gt;
&#039;&#039;&#039;In-game Editor (IGE)&#039;&#039;&#039;&lt;br /&gt;
:Add or remove units, cities, resources, change the terrain, trigger wars, etc. Convenient to quickly test your mod. [http://forums.civfanatics.com/showthread.php?t=436912 Download] (also on the Steam Workshop).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FireTuner: Techs and policies panel&#039;&#039;&#039;&lt;br /&gt;
:A FireTuner panel to list, grant and revoke techs and policies. [http://forums.2kgames.com/showthread.php?108533-MOD-LiveTuner-Tech-and-Policy-Panels Download].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Civ5]]&lt;/div&gt;</summary>
		<author><name>Ls612</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Main_Page&amp;diff=14843</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Main_Page&amp;diff=14843"/>
		<updated>2013-07-27T15:55:11Z</updated>

		<summary type="html">&lt;p&gt;Ls612: We can get new users again!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| width=&amp;quot;100%&amp;quot; style=&amp;quot;background: transparent;&amp;quot;&lt;br /&gt;
|width=&amp;quot;100%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;border: 1px solid #999999; padding: .5em 1em; margin: 1em; background-color: #E5EEFF;&amp;quot;|&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Welcome to Civilization Modding Wiki&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We are pleased to announce the creation of the Civilization modding wiki here on [http://www.civfanatics.com/ CivFanatics]. The goal of this wiki is to be a reliable and comprehensive reference for all things related to Civilization modding, such as tutorials and XML reference. If you&#039;d like to contribute, feel free to [[Special:UserLogin|register]] and start writing. ATTENTION: Registration of new users is now re-enabled.&lt;br /&gt;
&lt;br /&gt;
== What can you do to help ==&lt;br /&gt;
* Help convert existing tutorials and guides from our tutorial forums&lt;br /&gt;
* Add new page(s) or edit existing page(s)&lt;br /&gt;
* Correct spelling and grammatical errors&lt;br /&gt;
* Post suggestions and ideas about the wiki in [http://forums.civfanatics.com/forumdisplay.php?f=19 Site Feedback] forum&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; style=&amp;quot;background: transparent;&amp;quot;&lt;br /&gt;
|class=&amp;quot;MainPageLeft&amp;quot; width=&amp;quot;50%&amp;quot; rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;border: 1px solid #FF8A8A; padding: .5em 1em; margin: 1em; background-color: #f0f0ff;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;Civilization V&#039;&#039;==&lt;br /&gt;
* [[Civ5 Modding Tutorials|Modding Tutorials]]&lt;br /&gt;
* [[Civ5 XML Reference|XML/SQL Reference]]&lt;br /&gt;
* [[Lua and UI Reference]]&lt;br /&gt;
* [[Civ5 DLL Reference|DLL Reference]]&lt;br /&gt;
* [[Civ5 Useful Programs|Useful Programs]]&lt;br /&gt;
&lt;br /&gt;
|width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;border: 1px solid #6BDB6B; padding: .5em 1em; margin: 1em; background-color: #f0fff0;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;Civilization IV&#039;&#039;==&lt;br /&gt;
* [[Civ4 Modding Tutorials|Modding Tutorials]]&lt;br /&gt;
* [[Civ4 XML Reference|XML Reference]]&lt;br /&gt;
* [[Civ4 SDK|SDK Guide]]&lt;br /&gt;
* [[Civ4 Python|Python Reference]]&lt;br /&gt;
* [[Civ4 World Builder|World Builder]]&lt;br /&gt;
* [[Civ4 Useful Programs|Useful Programs]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; style=&amp;quot;background: transparent;&amp;quot;&lt;br /&gt;
|class=&amp;quot;MainPageLeft&amp;quot; width=&amp;quot;50%&amp;quot; rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;border: 1px solid #FF8A8A; padding: .5em 1em; margin: 1em; background-color: #f0f0ff;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;Civilization III&#039;&#039;==&lt;br /&gt;
* [[Civ3 Modding Tutorials|Modding Tutorials]]&lt;br /&gt;
* [[Civ3 Modding Resources|Modding Resources]]&lt;br /&gt;
* [[Civ3 Modding Tools|Modding Tools]]&lt;br /&gt;
* [[Civ3 Editor Guide|Editor Guide]]&lt;br /&gt;
* [[Civ3 Expanded Editor Guide|Expanded Editor Guide]]&lt;br /&gt;
* [[Civ III Civilopedia Database|Civilopedia Database]]&lt;br /&gt;
&lt;br /&gt;
|width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;border: 1px solid #6BDB6B; padding: .5em 1em; margin: 1em; background-color: #f0fff0;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;Civilization II&#039;&#039;==&lt;br /&gt;
* Civilization II information can be found at the [http://sleague.civfanatics.com/index.php/Category:Tips Civilization II Scenario League].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
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----&lt;br /&gt;
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{| width=&amp;quot;100%&amp;quot; style=&amp;quot;background: transparent;&amp;quot;&lt;br /&gt;
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&lt;br /&gt;
==&#039;&#039;Quick Links&#039;&#039;==&lt;br /&gt;
* [http://wiki.2kgames.com/civ5/index.php/Main_Page 2K Civ5 Wiki]&lt;br /&gt;
* [http://www.civfanatics.com/ CivFanatics]&lt;br /&gt;
* [http://forums.civfanatics.com/ CivFanatics Forums]&lt;br /&gt;
* [http://forums.civfanatics.com/downloads.php File Download Database]&lt;br /&gt;
* [http://forums.civfanatics.com/showthread.php?t=452157 File Host List]&lt;br /&gt;
* [http://meta.wikimedia.org/wiki/Help:Contents MediaWiki User Guide]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Ls612</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Civ4_Useful_Programs&amp;diff=14495</id>
		<title>Civ4 Useful Programs</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Civ4_Useful_Programs&amp;diff=14495"/>
		<updated>2013-05-28T21:47:49Z</updated>

		<summary type="html">&lt;p&gt;Ls612: Added a link to the Gamefont Editor utility by Asaf&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page provides links to programs that are useful and help with modding Civilization IV.&lt;br /&gt;
&lt;br /&gt;
== Essential Programs for nearly all aspects of Modding==&lt;br /&gt;
* A text editor, such as [http://notepad-plus.sourceforge.net/uk/site.htm Notepad++], [http://www.gnu.org/software/emacs/ emacs], [http://www.vim.org/ vim], or even WordPad and Notpad (which come with Windows)&lt;br /&gt;
** Vim and Emacs are good for hardcore programming - Notepad++ is good for just about anything.&lt;br /&gt;
* A diff/merge tool, such as [http://winmerge.org/downloads/ WinMerge] or [http://www.scootersoftware.com/ Beyond Compare]&lt;br /&gt;
** Vim, Emacs, and some other text editors contain merge/diff tools in themselves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Map/Scenario (WorldBuilder-like) Programs ==&lt;br /&gt;
* [[MapView | MapView 2.0]] or [http://forums.civfanatics.com/showthread.php?t=305168 official thread]&lt;br /&gt;
* [http://forums.civfanatics.com/showthread.php?t=271351 Civ4 Map Maker]&lt;br /&gt;
* [http://forums.civfanatics.com/showthread.php?t=300571 Civ 4 Map Editor]&lt;br /&gt;
* [http://forums.civfanatics.com/showthread.php?t=144414 Civ4 Save/Scenario/Map Editor]&lt;br /&gt;
&lt;br /&gt;
== XML Programs ==&lt;br /&gt;
While there are some XML editing tools for civ4, none are necessary.  In fact, most experienced modders prefer the directness of a text editor like [http://notepad-plus.sourceforge.net/uk/site.htm Notepad++]; however if you are having difficulty understanding and editing the XML you should consider using the user created tools below.&lt;br /&gt;
* [http://forums.civfanatics.com/showthread.php?t=270586 Civ4 XML Editor]&lt;br /&gt;
* [http://forums.civfanatics.com/showthread.php?t=276286 Civ4 File Checker] (checks your XML for errors; recommended for everyone)&lt;br /&gt;
* [http://www.symbolclick.com/ XML Marker]&lt;br /&gt;
&lt;br /&gt;
== Python Programs ==&lt;br /&gt;
You will need a text editor like [http://notepad-plus.sourceforge.net/uk/site.htm Notepad++] to modify python.&lt;br /&gt;
* [http://civ4bug.sourceforge.net/PythonAPI/index.html Civilization4 Python API Reference Guide]: is an invaluable reference guide listing the various calls and functions available to the modder in python.&lt;br /&gt;
* [http://www.python.org/ Python IDLE]: is an advanced python tool designed for python programming in general; it&#039;s usefulness as a tool to utilize for scripting in Civ4 is questionable; in fact if you need to use IDLE to implement and test your civ4 python code, the functionality of your code would probably be better served in the SDK; as Civ4&#039;s implementation of python can be very slow and should be limited to simple scripting and interface functions.&lt;br /&gt;
&lt;br /&gt;
== Graphics Programs ==&lt;br /&gt;
* [http://www.blender.org/ Blender]&lt;br /&gt;
* [http://forums.civfanatics.com/showthread.php?t=135740 BMP To WorldBuilderSave Converter]&lt;br /&gt;
* [http://www.softpedia.com/get/Multimedia/Graphic/Graphic-Editors/DXTBmp.shtml DXTBmp]&lt;br /&gt;
* [http://www.gimp.org/ GIMP]&lt;br /&gt;
* [http://nifelheim.dyndns.org/~cocidius/dds/ GIMP DDS Plugin]&lt;br /&gt;
* [http://www.turbosquid.com/gmax Gmax]&lt;br /&gt;
* [http://niftools.sourceforge.net/wiki/NifTools NifTools]&lt;br /&gt;
* [http://forums.civfanatics.com/showthread.php?t=429541 GameFont.tga Editor Utility]&lt;br /&gt;
&lt;br /&gt;
== SDK Programs ==&lt;br /&gt;
* [[How_to_Install_the_SDK|Guide to installing the SDK]]  (It is highly recommended you read this before starting SDK work on Civ4)&lt;br /&gt;
* Compilers:&lt;br /&gt;
** [http://www.microsoft.com/express/download/link Visual Studio 2008 Express] (recommended method)&lt;br /&gt;
** [http://www.codeblocks.org/ CodeBlocks] (obsolete in many ways; cannot create a debug dll)&lt;br /&gt;
*Libraries:&lt;br /&gt;
** [http://kael.civfanatics.net/files/PSDK-x86.exe Microsoft Platform SDK]&lt;br /&gt;
** [http://kael.civfanatics.net/files/msvcrt.lib msvcrt.lib]&lt;br /&gt;
** [http://kael.civfanatics.net/files/msvcrtd.lib msvcrtd.lib]&lt;br /&gt;
** [http://kael.civfanatics.net/files/msvcprt.lib msvcprt.lib]&lt;br /&gt;
** [http://kael.civfanatics.net/files/VCToolkitSetup.exe VC++ Toolkit 2003]&lt;br /&gt;
&lt;br /&gt;
== Misc Programs ==&lt;br /&gt;
* [http://forums.civfanatics.com/showpost.php?p=3247291&amp;amp;postcount=1 PakBuild]&lt;br /&gt;
* [http://forums.civfanatics.com/showthread.php?t=276286 Civchecker]&lt;br /&gt;
* [http://www.sadmansoftware.com/search/index.html SadMan Search]&lt;br /&gt;
* [http://forums.civfanatics.com/showpost.php?p=7280262&amp;amp;postcount=1 NSIS Installer Program]&lt;br /&gt;
* [http://www.7-zip.org 7-zip]&lt;br /&gt;
&lt;br /&gt;
[[Category:Civilization 4]]&lt;/div&gt;</summary>
		<author><name>Ls612</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=User:Ls612&amp;diff=14455</id>
		<title>User:Ls612</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=User:Ls612&amp;diff=14455"/>
		<updated>2013-05-12T16:03:25Z</updated>

		<summary type="html">&lt;p&gt;Ls612: Protected &amp;quot;User:Ls612&amp;quot;: Don&amp;#039;t want people defacing an admin user page ([edit=sysop] (indefinite) [move=sysop] (indefinite))&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I help keep this place spam-free and orderly.&lt;br /&gt;
&lt;br /&gt;
If you are seeing this page the server is working, yay.&lt;/div&gt;</summary>
		<author><name>Ls612</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=User:Ls612&amp;diff=14454</id>
		<title>User:Ls612</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=User:Ls612&amp;diff=14454"/>
		<updated>2013-05-12T16:02:48Z</updated>

		<summary type="html">&lt;p&gt;Ls612: Created page with &amp;quot;I help keep this place spam-free and orderly.  If you are seeing this page the server is working, yay.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I help keep this place spam-free and orderly.&lt;br /&gt;
&lt;br /&gt;
If you are seeing this page the server is working, yay.&lt;/div&gt;</summary>
		<author><name>Ls612</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Civ4_World_Builder&amp;diff=14387</id>
		<title>Civ4 World Builder</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Civ4_World_Builder&amp;diff=14387"/>
		<updated>2013-04-22T21:47:29Z</updated>

		<summary type="html">&lt;p&gt;Ls612: Added new Worldbuilder modcomp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Tutorials and Reference ==&lt;br /&gt;
* [http://forums.civfanatics.com/showthread.php?t=135669 In-Depth Look at the .WorldBuilderSave File]&lt;br /&gt;
* [http://forums.civfanatics.com/showthread.php?t=176397 Map Making for Mods]&lt;br /&gt;
* [http://forums.civfanatics.com/showthread.php?t=314321 How to Add Rivers]&lt;br /&gt;
* [http://forums.civfanatics.com/showthread.php?t=132800 Civ 4 World Builder Manual]&lt;br /&gt;
* [http://forums.civfanatics.com/showthread.php?t=374496 Modding maps with a Text Editor]&lt;br /&gt;
&lt;br /&gt;
== The WBS File ==&lt;br /&gt;
&lt;br /&gt;
The parts of the .WorldBuilderSave (WBS) files.&lt;br /&gt;
&lt;br /&gt;
=== BeginGame ===&lt;br /&gt;
This section describes to the Civ4 engine the game setup parameters. Specifically they refer to the options you choose when starting a new game from the menu. Below is a list of ALL possible variables. The values they can have are listed on their individual pages.&lt;br /&gt;
&lt;br /&gt;
* [[Tutorial]]&lt;br /&gt;
* [[Era]]&lt;br /&gt;
* [[Speed]]&lt;br /&gt;
* [[Calendar]]&lt;br /&gt;
* [[Option]]&lt;br /&gt;
* [[MPOption]]&lt;br /&gt;
* [[ForceControl]]&lt;br /&gt;
* [[Victory]]&lt;br /&gt;
* [[GameTurn]]&lt;br /&gt;
* [[MaxTurns]]&lt;br /&gt;
* [[MaxCityElimination]]&lt;br /&gt;
* [[TargetScore]]&lt;br /&gt;
* [[StartYear]]&lt;br /&gt;
* [[Description]]&lt;br /&gt;
* [[ModPath]]&lt;br /&gt;
&lt;br /&gt;
=== BeginTeam ===&lt;br /&gt;
This section of the WBS file describes each &#039;&#039;team&#039;&#039; (not just the player) in the scenario. In Single Player games you can even create teams. Please note: every player &#039;&#039;MUST&#039;&#039; be part of a team, even if there is only one player in the team.&lt;br /&gt;
&lt;br /&gt;
* [[Tech]]&lt;br /&gt;
* [[ContactWithTeam]]&lt;br /&gt;
* [[AtWar]]&lt;br /&gt;
* [[PermanentWarPeace]]&lt;br /&gt;
* [[OpenBordersWithTeam]]&lt;br /&gt;
* [[DefensivePactWithTeam]]&lt;br /&gt;
* [[ProjectType]]&lt;br /&gt;
* [[RevealMap]]&lt;br /&gt;
&lt;br /&gt;
=== BeginPlayer ===&lt;br /&gt;
This section defines all the player settings for the game. These settings will allow you to change all behavior for the players.  Note that you must have a BeginPlayer section for every player in the game/scenario.&lt;br /&gt;
&lt;br /&gt;
* [[CivDesc]]&lt;br /&gt;
* [[CivShortDesc]]&lt;br /&gt;
* [[LeaderName]]&lt;br /&gt;
* [[CivAdjective]]&lt;br /&gt;
* [[FlagDecal]]&lt;br /&gt;
* [[WhiteFlag]]&lt;br /&gt;
* [[LeaderType]]&lt;br /&gt;
* [[CivType]]&lt;br /&gt;
* [[Team]]&lt;br /&gt;
* [[Handicap]]&lt;br /&gt;
* [[Color]]&lt;br /&gt;
* [[ArtStyle]]&lt;br /&gt;
* [[PlayableCiv]]&lt;br /&gt;
* [[MinorNationStatus]]&lt;br /&gt;
* [[StartingGold]]&lt;br /&gt;
* [[StartingX]]&lt;br /&gt;
* [[StartingY]]&lt;br /&gt;
* [[StateReligion]]&lt;br /&gt;
* [[StartingEra]]&lt;br /&gt;
* [[CivicOption, Civic]]&lt;br /&gt;
* [[AttitudePlayer, AttitudeExtra]]&lt;br /&gt;
* [[CityList]]&lt;br /&gt;
&lt;br /&gt;
=== BeginMap ===&lt;br /&gt;
This section describes the map settings to the Civilization IV engine. Here you can define several different things about the map and how it plays.&lt;br /&gt;
&lt;br /&gt;
* [[grid width]]&lt;br /&gt;
* [[grid height]]&lt;br /&gt;
* [[top latitude]]&lt;br /&gt;
* [[bottom latitude]]&lt;br /&gt;
* [[wrap X]]&lt;br /&gt;
* [[wrap Y]]&lt;br /&gt;
* [[world size]]&lt;br /&gt;
* [[climate]]&lt;br /&gt;
* [[sealevel]]&lt;br /&gt;
* [[num plots written]]&lt;br /&gt;
&lt;br /&gt;
=== BeginPlot ===&lt;br /&gt;
This section will fill in the last section of the WorldBuilderSsave file: the Plots section. Each plot on the map will have its own BeginPlot/EndPlot section. This is the largest section of the WorldBuilderSave file, for there is a BeginPlot/EndPlot section for every tile on the map.&lt;br /&gt;
&lt;br /&gt;
* [[x, y]]&lt;br /&gt;
* [[Landmark]]&lt;br /&gt;
* [[ScriptData]]&lt;br /&gt;
* [[isNOfRiver, isWOfRiver]]&lt;br /&gt;
* [[RiverNSDirection, RiverWEDirection]]&lt;br /&gt;
* [[StartingPlot]]&lt;br /&gt;
* [[BonusType]]&lt;br /&gt;
* [[ImprovementType]]&lt;br /&gt;
* [[FeatureType, FeatureVariety]]&lt;br /&gt;
* [[RouteType]]&lt;br /&gt;
* [[TerrainType]]&lt;br /&gt;
* [[PlotType]]&lt;br /&gt;
* [[BeginUnit]]&lt;br /&gt;
* [[BeginCity]]&lt;br /&gt;
* [[TeamReveal]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Original descriptions of BeginGame, BeginTeam, BeginPlayer, BeginMap, and BeginPlot sections, along with descriptions on all pages linked to from here by Dale on [http://apolyton.net/forums/showthread.php?t=141567 Apolyton Civilization Site] and [http://forums.civfanatics.com/showthread.php?t=135669 Civilization Fanatics Center] from his &amp;quot;In depth look at the WBS file&amp;quot; thread.&lt;br /&gt;
&lt;br /&gt;
= Alternatives =&lt;br /&gt;
There&#039;re some applications on the market that try to replicate the functionality of the World Builder. Some applications will automatically generate scenarios or will allow you to edit or create existing ones. &lt;br /&gt;
You can find a list of those tools in the Map/Scenario (WorldBuilder-like) Programs section on the Wiki page about [[Civ4_Useful_Programs|Useful Civ4 Programs]]. It&#039;s also an good idea to have a look at the [http://forums.civfanatics.com/forumdisplay.php?f=176 Civ4 - Utility Programs] subforum at Civfanatics.com.&lt;br /&gt;
&lt;br /&gt;
As of April of 2013, there is also a mod component called [http://forums.civfanatics.com/showthread.php?t=491837 Platy World Builder] which greatly expands the functionality of the ingame Worldbuilder&lt;br /&gt;
{{Civ4_World_Builder}}&lt;br /&gt;
[[Category:Civilization 4]]&lt;/div&gt;</summary>
		<author><name>Ls612</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Civ4GameSpeedInfo&amp;diff=14386</id>
		<title>Civ4GameSpeedInfo</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Civ4GameSpeedInfo&amp;diff=14386"/>
		<updated>2013-04-22T21:33:48Z</updated>

		<summary type="html">&lt;p&gt;Ls612: Filling out tags that have &amp;quot;unknown&amp;quot; for description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Civ4GameSpeedInfo&#039;&#039;&#039; file defines the games speeds available 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;
!GameSpeedInfo&lt;br /&gt;
|Main bracket for each entry&lt;br /&gt;
|-&lt;br /&gt;
!Type&lt;br /&gt;
|Name used in other files&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Text===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:left&amp;quot; cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Tag Name&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
!Description&lt;br /&gt;
|Name displayed in game&lt;br /&gt;
|-&lt;br /&gt;
!Help&lt;br /&gt;
|Hover text when selected in game&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;
!iGrowthPercent&lt;br /&gt;
|Percent of growth threshold needed&lt;br /&gt;
|-&lt;br /&gt;
!iTrainPercent&lt;br /&gt;
|Percent of unit cost needed&lt;br /&gt;
|-&lt;br /&gt;
!iConstructPercent&lt;br /&gt;
|Percent of building cost needed&lt;br /&gt;
|-&lt;br /&gt;
!iCreatePercent&lt;br /&gt;
|Percent of project cost needed&lt;br /&gt;
|-&lt;br /&gt;
!iResearchPercent&lt;br /&gt;
|Percent of research cost needed&lt;br /&gt;
|-&lt;br /&gt;
!iBuildPercent&lt;br /&gt;
|Percent of cost to complete worker action needed&lt;br /&gt;
|-&lt;br /&gt;
!iImprovementPercent&lt;br /&gt;
|Percent of improvement cost needed&lt;br /&gt;
|-&lt;br /&gt;
!iGreatPeoplePercent&lt;br /&gt;
|Great people threshold percent&lt;br /&gt;
|-&lt;br /&gt;
!iCulturePercent&lt;br /&gt;
|Culture threshold percent&lt;br /&gt;
|-&lt;br /&gt;
!iAnarchyPercent&lt;br /&gt;
|Anarchy length percent&lt;br /&gt;
|-&lt;br /&gt;
!iBarbPercent&lt;br /&gt;
|Percentage rate of barbarian spawning&lt;br /&gt;
|-&lt;br /&gt;
!iFeatureProductionPercent&lt;br /&gt;
|Percent of time it takes for forests and jungles to grow&lt;br /&gt;
|-&lt;br /&gt;
!iUnitDiscoverPercent&lt;br /&gt;
|Percent of research from great person&lt;br /&gt;
|-&lt;br /&gt;
!iUnitHurryPercent&lt;br /&gt;
|Percent of production from great engineer&lt;br /&gt;
|-&lt;br /&gt;
!iUnitTradePercent&lt;br /&gt;
|Percent of gold from great merchant&lt;br /&gt;
|-&lt;br /&gt;
!iUnitGreatWorkPercent&lt;br /&gt;
|Percent of culture from great artist&lt;br /&gt;
|-&lt;br /&gt;
!iGoldenAgePercent&lt;br /&gt;
|Percent of length for golden age&lt;br /&gt;
|-&lt;br /&gt;
!iHurryPercent&lt;br /&gt;
|Amount of production from hurrying a building/unit&lt;br /&gt;
|-&lt;br /&gt;
!iHurryConscriptAngerPercent&lt;br /&gt;
|Percent of time it takes for slavery anger to go away&lt;br /&gt;
|-&lt;br /&gt;
!iInflationPercent&lt;br /&gt;
|Percent of inflation rate&lt;br /&gt;
|-&lt;br /&gt;
!iInflationOffset&lt;br /&gt;
|Number of turns that pass before Inflation begins&lt;br /&gt;
|-&lt;br /&gt;
!iVictoryDelayPercent&lt;br /&gt;
|Percent of space ship travel time&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;
!GameTurnInfos&lt;br /&gt;
|Paired lists that set how the game turns progress with respect to the default calendar.  iMonthIncrement sets how many months each turn lasts.  iTurnsPerIncrement sets how many turns exist for a given month increment.&lt;br /&gt;
 &amp;lt;GameTurnInfo&amp;gt;&lt;br /&gt;
  &amp;lt;iMonthIncrement&amp;gt;180&amp;lt;/iMonthIncrement&amp;gt;&lt;br /&gt;
  &amp;lt;iTurnsPerIncrement&amp;gt;100&amp;lt;/iTurnsPerIncrement&amp;gt;&lt;br /&gt;
 &amp;lt;/GameTurnInfo&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
&lt;br /&gt;
In the following example of code, please note that there is a specific order of all of the tags.  You &#039;&#039;must&#039;&#039; list the tags in this order for the game to properly interpret your file.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;GameSpeedInfo&amp;gt;&lt;br /&gt;
  &amp;lt;Type&amp;gt;GAMESPEED_MARATHON&amp;lt;/Type&amp;gt;&lt;br /&gt;
  &amp;lt;Description&amp;gt;TXT_KEY_GAMESPEED_MARATHON&amp;lt;/Description&amp;gt;&lt;br /&gt;
  &amp;lt;Help&amp;gt;TXT_KEY_GAMESPEED_MARATHON_HELP&amp;lt;/Help&amp;gt;&lt;br /&gt;
  &amp;lt;iGrowthPercent&amp;gt;300&amp;lt;/iGrowthPercent&amp;gt;&lt;br /&gt;
  &amp;lt;iTrainPercent&amp;gt;200&amp;lt;/iTrainPercent&amp;gt;&lt;br /&gt;
  &amp;lt;iConstructPercent&amp;gt;300&amp;lt;/iConstructPercent&amp;gt;&lt;br /&gt;
  &amp;lt;iCreatePercent&amp;gt;300&amp;lt;/iCreatePercent&amp;gt;&lt;br /&gt;
  &amp;lt;iResearchPercent&amp;gt;300&amp;lt;/iResearchPercent&amp;gt;&lt;br /&gt;
  &amp;lt;iBuildPercent&amp;gt;300&amp;lt;/iBuildPercent&amp;gt;&lt;br /&gt;
  &amp;lt;iImprovementPercent&amp;gt;300&amp;lt;/iImprovementPercent&amp;gt;&lt;br /&gt;
  &amp;lt;iGreatPeoplePercent&amp;gt;300&amp;lt;/iGreatPeoplePercent&amp;gt;&lt;br /&gt;
  &amp;lt;iCulturePercent&amp;gt;300&amp;lt;/iCulturePercent&amp;gt;&lt;br /&gt;
  &amp;lt;iAnarchyPercent&amp;gt;200&amp;lt;/iAnarchyPercent&amp;gt;&lt;br /&gt;
  &amp;lt;iBarbPercent&amp;gt;400&amp;lt;/iBarbPercent&amp;gt;&lt;br /&gt;
  &amp;lt;iFeatureProductionPercent&amp;gt;300&amp;lt;/iFeatureProductionPercent&amp;gt;&lt;br /&gt;
  &amp;lt;iUnitDiscoverPercent&amp;gt;300&amp;lt;/iUnitDiscoverPercent&amp;gt;&lt;br /&gt;
  &amp;lt;iUnitHurryPercent&amp;gt;300&amp;lt;/iUnitHurryPercent&amp;gt;&lt;br /&gt;
  &amp;lt;iUnitTradePercent&amp;gt;300&amp;lt;/iUnitTradePercent&amp;gt;&lt;br /&gt;
  &amp;lt;iUnitGreatWorkPercent&amp;gt;300&amp;lt;/iUnitGreatWorkPercent&amp;gt;&lt;br /&gt;
  &amp;lt;iGoldenAgePercent&amp;gt;200&amp;lt;/iGoldenAgePercent&amp;gt;&lt;br /&gt;
  &amp;lt;iHurryPercent&amp;gt;33&amp;lt;/iHurryPercent&amp;gt;&lt;br /&gt;
  &amp;lt;iHurryConscriptAngerPercent&amp;gt;300&amp;lt;/iHurryConscriptAngerPercent&amp;gt;&lt;br /&gt;
  &amp;lt;iInflationPercent&amp;gt;10&amp;lt;/iInflationPercent&amp;gt;&lt;br /&gt;
  &amp;lt;iInflationOffset&amp;gt;-270&amp;lt;/iInflationOffset&amp;gt;&lt;br /&gt;
  &amp;lt;iVictoryDelayPercent&amp;gt;300&amp;lt;/iVictoryDelayPercent&amp;gt;&lt;br /&gt;
  &amp;lt;GameTurnInfos&amp;gt;&lt;br /&gt;
   &amp;lt;GameTurnInfo&amp;gt;&lt;br /&gt;
    &amp;lt;iMonthIncrement&amp;gt;180&amp;lt;/iMonthIncrement&amp;gt;&lt;br /&gt;
    &amp;lt;iTurnsPerIncrement&amp;gt;100&amp;lt;/iTurnsPerIncrement&amp;gt;&lt;br /&gt;
   &amp;lt;/GameTurnInfo&amp;gt;&lt;br /&gt;
   &amp;lt;GameTurnInfo&amp;gt;&lt;br /&gt;
    &amp;lt;iMonthIncrement&amp;gt;120&amp;lt;/iMonthIncrement&amp;gt;&lt;br /&gt;
    &amp;lt;iTurnsPerIncrement&amp;gt;300&amp;lt;/iTurnsPerIncrement&amp;gt;&lt;br /&gt;
   &amp;lt;/GameTurnInfo&amp;gt;&lt;br /&gt;
   &amp;lt;GameTurnInfo&amp;gt;&lt;br /&gt;
    &amp;lt;iMonthIncrement&amp;gt;60&amp;lt;/iMonthIncrement&amp;gt;&lt;br /&gt;
    &amp;lt;iTurnsPerIncrement&amp;gt;170&amp;lt;/iTurnsPerIncrement&amp;gt;&lt;br /&gt;
   &amp;lt;/GameTurnInfo&amp;gt;&lt;br /&gt;
   &amp;lt;GameTurnInfo&amp;gt;&lt;br /&gt;
    &amp;lt;iMonthIncrement&amp;gt;24&amp;lt;/iMonthIncrement&amp;gt;&lt;br /&gt;
    &amp;lt;iTurnsPerIncrement&amp;gt;201&amp;lt;/iTurnsPerIncrement&amp;gt;&lt;br /&gt;
   &amp;lt;/GameTurnInfo&amp;gt;&lt;br /&gt;
   &amp;lt;GameTurnInfo&amp;gt;&lt;br /&gt;
    &amp;lt;iMonthIncrement&amp;gt;12&amp;lt;/iMonthIncrement&amp;gt;&lt;br /&gt;
    &amp;lt;iTurnsPerIncrement&amp;gt;129&amp;lt;/iTurnsPerIncrement&amp;gt;&lt;br /&gt;
   &amp;lt;/GameTurnInfo&amp;gt;&lt;br /&gt;
   &amp;lt;GameTurnInfo&amp;gt;&lt;br /&gt;
    &amp;lt;iMonthIncrement&amp;gt;6&amp;lt;/iMonthIncrement&amp;gt;&lt;br /&gt;
    &amp;lt;iTurnsPerIncrement&amp;gt;180&amp;lt;/iTurnsPerIncrement&amp;gt;&lt;br /&gt;
   &amp;lt;/GameTurnInfo&amp;gt;&lt;br /&gt;
   &amp;lt;GameTurnInfo&amp;gt;&lt;br /&gt;
    &amp;lt;iMonthIncrement&amp;gt;3&amp;lt;/iMonthIncrement&amp;gt;&lt;br /&gt;
    &amp;lt;iTurnsPerIncrement&amp;gt;264&amp;lt;/iTurnsPerIncrement&amp;gt;&lt;br /&gt;
   &amp;lt;/GameTurnInfo&amp;gt;&lt;br /&gt;
   &amp;lt;GameTurnInfo&amp;gt;&lt;br /&gt;
    &amp;lt;iMonthIncrement&amp;gt;1&amp;lt;/iMonthIncrement&amp;gt;&lt;br /&gt;
    &amp;lt;iTurnsPerIncrement&amp;gt;156&amp;lt;/iTurnsPerIncrement&amp;gt;&lt;br /&gt;
   &amp;lt;/GameTurnInfo&amp;gt;&lt;br /&gt;
  &amp;lt;/GameTurnInfos&amp;gt;&lt;br /&gt;
 &amp;lt;/GameSpeedInfo&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Civ4_XML_Files}}&lt;/div&gt;</summary>
		<author><name>Ls612</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Civ4GameSpeedInfo&amp;diff=14385</id>
		<title>Civ4GameSpeedInfo</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Civ4GameSpeedInfo&amp;diff=14385"/>
		<updated>2013-04-22T21:33:02Z</updated>

		<summary type="html">&lt;p&gt;Ls612: /* Text */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Civ4GameSpeedInfo&#039;&#039;&#039; file defines the games speeds available 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;
!GameSpeedInfo&lt;br /&gt;
|Main bracket for each entry&lt;br /&gt;
|-&lt;br /&gt;
!Type&lt;br /&gt;
|Name used in other files&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Text===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:left&amp;quot; cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Tag Name&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
!Description&lt;br /&gt;
|Name displayed in game&lt;br /&gt;
|-&lt;br /&gt;
!Help&lt;br /&gt;
|Hover text when selected in game&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;
!iGrowthPercent&lt;br /&gt;
|Percent of growth threshold needed&lt;br /&gt;
|-&lt;br /&gt;
!iTrainPercent&lt;br /&gt;
|Percent of unit cost needed&lt;br /&gt;
|-&lt;br /&gt;
!iConstructPercent&lt;br /&gt;
|Percent of building cost needed&lt;br /&gt;
|-&lt;br /&gt;
!iCreatePercent&lt;br /&gt;
|Percent of project cost needed&lt;br /&gt;
|-&lt;br /&gt;
!iResearchPercent&lt;br /&gt;
|Percent of research cost needed&lt;br /&gt;
|-&lt;br /&gt;
!iBuildPercent&lt;br /&gt;
|Percent of cost to complete worker action needed&lt;br /&gt;
|-&lt;br /&gt;
!iImprovementPercent&lt;br /&gt;
|Percent of improvement cost needed&lt;br /&gt;
|-&lt;br /&gt;
!iGreatPeoplePercent&lt;br /&gt;
|Great people threshold percent&lt;br /&gt;
|-&lt;br /&gt;
!iCulturePercent&lt;br /&gt;
|Culture threshold percent&lt;br /&gt;
|-&lt;br /&gt;
!iAnarchyPercent&lt;br /&gt;
|Anarchy length percent&lt;br /&gt;
|-&lt;br /&gt;
!iBarbPercent&lt;br /&gt;
|Percentage rate of barbarian spawning&lt;br /&gt;
|-&lt;br /&gt;
!iFeatureProductionPercent&lt;br /&gt;
|Percent of time it takes for forests and jungles to grow&lt;br /&gt;
|-&lt;br /&gt;
!iUnitDiscoverPercent&lt;br /&gt;
|Percent of research from great person&lt;br /&gt;
|-&lt;br /&gt;
!iUnitHurryPercent&lt;br /&gt;
|Percent of production from great engineer&lt;br /&gt;
|-&lt;br /&gt;
!iUnitTradePercent&lt;br /&gt;
|Percent of gold from great merchant&lt;br /&gt;
|-&lt;br /&gt;
!iUnitGreatWorkPercent&lt;br /&gt;
|Percent of culture from great artist&lt;br /&gt;
|-&lt;br /&gt;
!iGoldenAgePercent&lt;br /&gt;
|Percent of length for golden age&lt;br /&gt;
|-&lt;br /&gt;
!iHurryPercent&lt;br /&gt;
|Amount of production from hurrying a building/unit&lt;br /&gt;
|-&lt;br /&gt;
!iHurryConscriptAngerPercent&lt;br /&gt;
|Percent of time it takes for slavery anger to go away&lt;br /&gt;
|-&lt;br /&gt;
!iInflationPercent&lt;br /&gt;
|Percent of inflation rate&lt;br /&gt;
|-&lt;br /&gt;
!iInflationOffset&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!iVictoryDelayPercent&lt;br /&gt;
|Percent of space ship travel time&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;
!GameTurnInfos&lt;br /&gt;
|Paired lists that set how the game turns progress with respect to the default calendar.  iMonthIncrement sets how many months each turn lasts.  iTurnsPerIncrement sets how many turns exist for a given month increment.&lt;br /&gt;
 &amp;lt;GameTurnInfo&amp;gt;&lt;br /&gt;
  &amp;lt;iMonthIncrement&amp;gt;180&amp;lt;/iMonthIncrement&amp;gt;&lt;br /&gt;
  &amp;lt;iTurnsPerIncrement&amp;gt;100&amp;lt;/iTurnsPerIncrement&amp;gt;&lt;br /&gt;
 &amp;lt;/GameTurnInfo&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
&lt;br /&gt;
In the following example of code, please note that there is a specific order of all of the tags.  You &#039;&#039;must&#039;&#039; list the tags in this order for the game to properly interpret your file.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;GameSpeedInfo&amp;gt;&lt;br /&gt;
  &amp;lt;Type&amp;gt;GAMESPEED_MARATHON&amp;lt;/Type&amp;gt;&lt;br /&gt;
  &amp;lt;Description&amp;gt;TXT_KEY_GAMESPEED_MARATHON&amp;lt;/Description&amp;gt;&lt;br /&gt;
  &amp;lt;Help&amp;gt;TXT_KEY_GAMESPEED_MARATHON_HELP&amp;lt;/Help&amp;gt;&lt;br /&gt;
  &amp;lt;iGrowthPercent&amp;gt;300&amp;lt;/iGrowthPercent&amp;gt;&lt;br /&gt;
  &amp;lt;iTrainPercent&amp;gt;200&amp;lt;/iTrainPercent&amp;gt;&lt;br /&gt;
  &amp;lt;iConstructPercent&amp;gt;300&amp;lt;/iConstructPercent&amp;gt;&lt;br /&gt;
  &amp;lt;iCreatePercent&amp;gt;300&amp;lt;/iCreatePercent&amp;gt;&lt;br /&gt;
  &amp;lt;iResearchPercent&amp;gt;300&amp;lt;/iResearchPercent&amp;gt;&lt;br /&gt;
  &amp;lt;iBuildPercent&amp;gt;300&amp;lt;/iBuildPercent&amp;gt;&lt;br /&gt;
  &amp;lt;iImprovementPercent&amp;gt;300&amp;lt;/iImprovementPercent&amp;gt;&lt;br /&gt;
  &amp;lt;iGreatPeoplePercent&amp;gt;300&amp;lt;/iGreatPeoplePercent&amp;gt;&lt;br /&gt;
  &amp;lt;iCulturePercent&amp;gt;300&amp;lt;/iCulturePercent&amp;gt;&lt;br /&gt;
  &amp;lt;iAnarchyPercent&amp;gt;200&amp;lt;/iAnarchyPercent&amp;gt;&lt;br /&gt;
  &amp;lt;iBarbPercent&amp;gt;400&amp;lt;/iBarbPercent&amp;gt;&lt;br /&gt;
  &amp;lt;iFeatureProductionPercent&amp;gt;300&amp;lt;/iFeatureProductionPercent&amp;gt;&lt;br /&gt;
  &amp;lt;iUnitDiscoverPercent&amp;gt;300&amp;lt;/iUnitDiscoverPercent&amp;gt;&lt;br /&gt;
  &amp;lt;iUnitHurryPercent&amp;gt;300&amp;lt;/iUnitHurryPercent&amp;gt;&lt;br /&gt;
  &amp;lt;iUnitTradePercent&amp;gt;300&amp;lt;/iUnitTradePercent&amp;gt;&lt;br /&gt;
  &amp;lt;iUnitGreatWorkPercent&amp;gt;300&amp;lt;/iUnitGreatWorkPercent&amp;gt;&lt;br /&gt;
  &amp;lt;iGoldenAgePercent&amp;gt;200&amp;lt;/iGoldenAgePercent&amp;gt;&lt;br /&gt;
  &amp;lt;iHurryPercent&amp;gt;33&amp;lt;/iHurryPercent&amp;gt;&lt;br /&gt;
  &amp;lt;iHurryConscriptAngerPercent&amp;gt;300&amp;lt;/iHurryConscriptAngerPercent&amp;gt;&lt;br /&gt;
  &amp;lt;iInflationPercent&amp;gt;10&amp;lt;/iInflationPercent&amp;gt;&lt;br /&gt;
  &amp;lt;iInflationOffset&amp;gt;-270&amp;lt;/iInflationOffset&amp;gt;&lt;br /&gt;
  &amp;lt;iVictoryDelayPercent&amp;gt;300&amp;lt;/iVictoryDelayPercent&amp;gt;&lt;br /&gt;
  &amp;lt;GameTurnInfos&amp;gt;&lt;br /&gt;
   &amp;lt;GameTurnInfo&amp;gt;&lt;br /&gt;
    &amp;lt;iMonthIncrement&amp;gt;180&amp;lt;/iMonthIncrement&amp;gt;&lt;br /&gt;
    &amp;lt;iTurnsPerIncrement&amp;gt;100&amp;lt;/iTurnsPerIncrement&amp;gt;&lt;br /&gt;
   &amp;lt;/GameTurnInfo&amp;gt;&lt;br /&gt;
   &amp;lt;GameTurnInfo&amp;gt;&lt;br /&gt;
    &amp;lt;iMonthIncrement&amp;gt;120&amp;lt;/iMonthIncrement&amp;gt;&lt;br /&gt;
    &amp;lt;iTurnsPerIncrement&amp;gt;300&amp;lt;/iTurnsPerIncrement&amp;gt;&lt;br /&gt;
   &amp;lt;/GameTurnInfo&amp;gt;&lt;br /&gt;
   &amp;lt;GameTurnInfo&amp;gt;&lt;br /&gt;
    &amp;lt;iMonthIncrement&amp;gt;60&amp;lt;/iMonthIncrement&amp;gt;&lt;br /&gt;
    &amp;lt;iTurnsPerIncrement&amp;gt;170&amp;lt;/iTurnsPerIncrement&amp;gt;&lt;br /&gt;
   &amp;lt;/GameTurnInfo&amp;gt;&lt;br /&gt;
   &amp;lt;GameTurnInfo&amp;gt;&lt;br /&gt;
    &amp;lt;iMonthIncrement&amp;gt;24&amp;lt;/iMonthIncrement&amp;gt;&lt;br /&gt;
    &amp;lt;iTurnsPerIncrement&amp;gt;201&amp;lt;/iTurnsPerIncrement&amp;gt;&lt;br /&gt;
   &amp;lt;/GameTurnInfo&amp;gt;&lt;br /&gt;
   &amp;lt;GameTurnInfo&amp;gt;&lt;br /&gt;
    &amp;lt;iMonthIncrement&amp;gt;12&amp;lt;/iMonthIncrement&amp;gt;&lt;br /&gt;
    &amp;lt;iTurnsPerIncrement&amp;gt;129&amp;lt;/iTurnsPerIncrement&amp;gt;&lt;br /&gt;
   &amp;lt;/GameTurnInfo&amp;gt;&lt;br /&gt;
   &amp;lt;GameTurnInfo&amp;gt;&lt;br /&gt;
    &amp;lt;iMonthIncrement&amp;gt;6&amp;lt;/iMonthIncrement&amp;gt;&lt;br /&gt;
    &amp;lt;iTurnsPerIncrement&amp;gt;180&amp;lt;/iTurnsPerIncrement&amp;gt;&lt;br /&gt;
   &amp;lt;/GameTurnInfo&amp;gt;&lt;br /&gt;
   &amp;lt;GameTurnInfo&amp;gt;&lt;br /&gt;
    &amp;lt;iMonthIncrement&amp;gt;3&amp;lt;/iMonthIncrement&amp;gt;&lt;br /&gt;
    &amp;lt;iTurnsPerIncrement&amp;gt;264&amp;lt;/iTurnsPerIncrement&amp;gt;&lt;br /&gt;
   &amp;lt;/GameTurnInfo&amp;gt;&lt;br /&gt;
   &amp;lt;GameTurnInfo&amp;gt;&lt;br /&gt;
    &amp;lt;iMonthIncrement&amp;gt;1&amp;lt;/iMonthIncrement&amp;gt;&lt;br /&gt;
    &amp;lt;iTurnsPerIncrement&amp;gt;156&amp;lt;/iTurnsPerIncrement&amp;gt;&lt;br /&gt;
   &amp;lt;/GameTurnInfo&amp;gt;&lt;br /&gt;
  &amp;lt;/GameTurnInfos&amp;gt;&lt;br /&gt;
 &amp;lt;/GameSpeedInfo&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Civ4_XML_Files}}&lt;/div&gt;</summary>
		<author><name>Ls612</name></author>
	</entry>
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