<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://modiki.civfanatics.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Minor+Annoyance</id>
	<title>Civilization Modding Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://modiki.civfanatics.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Minor+Annoyance"/>
	<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php/Special:Contributions/Minor_Annoyance"/>
	<updated>2026-06-11T11:52:54Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.1</generator>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=User:Minor_Annoyance&amp;diff=550</id>
		<title>User:Minor Annoyance</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=User:Minor_Annoyance&amp;diff=550"/>
		<updated>2009-06-05T17:09:28Z</updated>

		<summary type="html">&lt;p&gt;Minor Annoyance: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Maker of [http://forums.civfanatics.com/downloads.php?do=file&amp;amp;id=11408 Global Warming Mod], a map based on [http://forums.civfanatics.com/downloads.php?do=file&amp;amp;id=6813 Puzzle Quest], and Final Fantasy 6 [http://forums.civfanatics.com/downloads.php?do=file&amp;amp;id=7550 World of Balance] and [http://forums.civfanatics.com/downloads.php?do=file&amp;amp;id=7551 World of Ruin] maps.&lt;/div&gt;</summary>
		<author><name>Minor Annoyance</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=User:Minor_Annoyance&amp;diff=549</id>
		<title>User:Minor Annoyance</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=User:Minor_Annoyance&amp;diff=549"/>
		<updated>2009-06-05T17:09:12Z</updated>

		<summary type="html">&lt;p&gt;Minor Annoyance: Mods and maps done&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Maker of [http://forums.civfanatics.com/downloads.php?do=file&amp;amp;id=11408 Global Warming Mod] a map based on [http://forums.civfanatics.com/downloads.php?do=file&amp;amp;id=6813 Puzzle Quest], and Final Fantasy 6 [http://forums.civfanatics.com/downloads.php?do=file&amp;amp;id=7550 World of Balance] and [http://forums.civfanatics.com/downloads.php?do=file&amp;amp;id=7551 World of Ruin] maps.&lt;/div&gt;</summary>
		<author><name>Minor Annoyance</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Civ4PromotionInfos&amp;diff=529</id>
		<title>Civ4PromotionInfos</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Civ4PromotionInfos&amp;diff=529"/>
		<updated>2009-06-04T22:03:51Z</updated>

		<summary type="html">&lt;p&gt;Minor Annoyance: Read code to get effect of iRevoltProtection&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Civ4PromotionInfos&#039;&#039;&#039; file defines the characteristics of each of the game&#039;s promotions, or bonuses that units receive as they acquire experience points.&lt;br /&gt;
&lt;br /&gt;
All tags must be opened and closed; the first is the &amp;quot;open&amp;quot;, the second the &amp;quot;close&amp;quot; tag. If nothing goes inside a &amp;quot;list tag&amp;quot;, then it should just be the opening tag with a &amp;quot;/&amp;quot; before the closing bracket. The following tables contain all available tags, as well as their purpose and accepted values. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;This page is missing information.&lt;br /&gt;
Do not remove this notice until it is complete.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tags==&lt;br /&gt;
===Headers===&lt;br /&gt;
&lt;br /&gt;
These tags typically bracket other tags, sometimes the entire file, and are generally used to specify more than one piece of data.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:left&amp;quot; cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Tag Name&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
! PromotionInfos&lt;br /&gt;
| This begins and ends the file. Everything must go in between these two, or it will not work.&lt;br /&gt;
|-&lt;br /&gt;
! PromotionInfo&lt;br /&gt;
| Encloses the entry for each promotion.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Text===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:left&amp;quot; cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Tag Name&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
| The name of the promotion, which must be unique.&lt;br /&gt;
|-&lt;br /&gt;
! Description&lt;br /&gt;
| The name given to the promotion in the game.&lt;br /&gt;
|-&lt;br /&gt;
! Help&lt;br /&gt;
| Optional. A text that can include some more information to display. The text is specified in any of the Assets\XML\Text files.&lt;br /&gt;
|-&lt;br /&gt;
! Sound&lt;br /&gt;
| In the game, always AS2D_IF_LEVELUP; this is the sound played when the promotion is given to a unit.&lt;br /&gt;
|-&lt;br /&gt;
! LayerAnimationPath&lt;br /&gt;
| Unknown.&lt;br /&gt;
|-&lt;br /&gt;
! PromotionPrereq&lt;br /&gt;
| Any unit needs this promotion to take the promotion. It can be NONE.&lt;br /&gt;
|-&lt;br /&gt;
! PromotionPrereqOr1&lt;br /&gt;
| If the unit has this and the promotion defined in PromotionPrereq, it can take this promotion.&lt;br /&gt;
|-&lt;br /&gt;
! PromotionPrereqOr2&lt;br /&gt;
| If the unit has this and the promotion defined in PromotionPrereq, it can take this promotion.&lt;br /&gt;
|-&lt;br /&gt;
! TechPrereq&lt;br /&gt;
| Can be NONE; this is the technology needed to get this promotion.  For example, Blitz comes with Military Science.&lt;br /&gt;
|-&lt;br /&gt;
! StateReligionPrereq&lt;br /&gt;
| Can be NONE; this is the State Religion needed to get this promotion.&lt;br /&gt;
|-&lt;br /&gt;
! Button&lt;br /&gt;
| A comma separated field that lists four things: the path of the normal promotion image, the path of the smaller image for this promotion, and then x-y grid coordinates of the smaller image. The second file path is for the button used in the civilopedia, among other places. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Integers===&lt;br /&gt;
&lt;br /&gt;
All of these tags have a numerical value.  Though it sometimes can be negative, it usually is not.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:left&amp;quot; cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Tag Name&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
! iVisibilityChange&lt;br /&gt;
| The number of tiles that the unit&#039;s Line of Sight increases by&lt;br /&gt;
|-&lt;br /&gt;
! iMovesChange&lt;br /&gt;
| The number of extra moves that the promotion gives a unit&lt;br /&gt;
|-&lt;br /&gt;
! iMoveDiscountChange&lt;br /&gt;
| Lowers the cost of moving into difficult terrain&lt;br /&gt;
|-&lt;br /&gt;
! iOrderPriority&lt;br /&gt;
| Optional. &amp;lt;font color=red&amp;gt;Not sure what this does.&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! iAirRangeChange&lt;br /&gt;
| The amount by which the unit&#039;s Air Range increases&lt;br /&gt;
|-&lt;br /&gt;
! iInterceptChange&lt;br /&gt;
| The amount by which the unit&#039;s interception chance increases, in %.&lt;br /&gt;
|-&lt;br /&gt;
! iEvasionChange&lt;br /&gt;
| The amount by which the unit&#039;s evasion chance increases, in %.&lt;br /&gt;
|-&lt;br /&gt;
! iWithdrawalChange&lt;br /&gt;
| The amount by which the unit&#039;s withdrawal chance increases, in %.&lt;br /&gt;
|-&lt;br /&gt;
! iCargoChange&lt;br /&gt;
| The amount by which the unit&#039;s cargo capacity increases.&lt;br /&gt;
|-&lt;br /&gt;
! iCollateralDamageChange&lt;br /&gt;
| The amount by which the collateral damage inflicted by the unit increases.&lt;br /&gt;
|-&lt;br /&gt;
! iBombardRateChange&lt;br /&gt;
| The amount by which the damage which the unit does to fortifications increases.&lt;br /&gt;
|-&lt;br /&gt;
! iFirstStrikesChange&lt;br /&gt;
| The amount by which the number of First Strikes that the unit has increases.&lt;br /&gt;
|-&lt;br /&gt;
! iChanceFirstStrikesChange&lt;br /&gt;
| The amount by which the  number of First Strike Chances that the unit has increases.&lt;br /&gt;
|-&lt;br /&gt;
! iEnemyHealChange&lt;br /&gt;
| Increases the unit&#039;s damage healing capabilities in enemy territory by the given percentage.&lt;br /&gt;
|-&lt;br /&gt;
!iNeutralHealChange&lt;br /&gt;
| Increases the unit&#039;s damage healing capabilities in neutral territory by the given percentage.&lt;br /&gt;
|-&lt;br /&gt;
!iFriendlyHealChange&lt;br /&gt;
| Increases the unit&#039;s damage healing capabilities in friendly territory by the given percentage.&lt;br /&gt;
|-&lt;br /&gt;
!iSameTileHealChange&lt;br /&gt;
| Increases the unit&#039;s ability to heal other units on the same tile by the given percentage.&lt;br /&gt;
|-&lt;br /&gt;
!iAdjacentTileHealChange&lt;br /&gt;
| Increases the unit&#039;s ability to heal other units in adjacent tiles by the given percentage.&lt;br /&gt;
|-&lt;br /&gt;
!iCombatPercent&lt;br /&gt;
| Increases the unit&#039;s strength value by the given percentage.&lt;br /&gt;
|-&lt;br /&gt;
!iCityAttack&lt;br /&gt;
| Increases the unit&#039;s strength value by the given percentage when attacking a city.&lt;br /&gt;
|-&lt;br /&gt;
!iCityDefense&lt;br /&gt;
| Increases the unit&#039;s strength value by the given percentage when defending a city.&lt;br /&gt;
|-&lt;br /&gt;
!iHillsAttack&lt;br /&gt;
| Increases the unit&#039;s strength value by the given percentage when attacking onto a hill.&lt;br /&gt;
|-&lt;br /&gt;
!iHillsDefense&lt;br /&gt;
| Increases the unit&#039;s strength value by the given percentage when defending on a hill.&lt;br /&gt;
|-&lt;br /&gt;
!iKamikazePercent&lt;br /&gt;
| Unknown.  All promotions have a value of 0.&lt;br /&gt;
|-&lt;br /&gt;
!iRevoltProtection&lt;br /&gt;
| Percentage decrease in base city revolt chance.  (All current promotions have a value of 0).&lt;br /&gt;
|-&lt;br /&gt;
!iCollateralDamageProtection&lt;br /&gt;
| Decreases the damage a unit takes from collateral damage by the given percentage value (e.g. Drill II has a percentage value of 20).&lt;br /&gt;
|-&lt;br /&gt;
!iPillageChange&lt;br /&gt;
| Unknown.  All promotions have a value of 0.&lt;br /&gt;
|-&lt;br /&gt;
!iUpgradeDiscount&lt;br /&gt;
| Decreases the cost to upgrade a unit by the given percentage (e.g. units with the default promotion from a Great General, which has a value of 100, upgrade for free).&lt;br /&gt;
|-&lt;br /&gt;
!iExperiencePercent&lt;br /&gt;
| Increases the experience points received by a unit in combat by the given percentage.&lt;br /&gt;
|-&lt;br /&gt;
!iHotKeyPriority&lt;br /&gt;
| Unknown.  All promotions have a value of 0.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Boolean===&lt;br /&gt;
&lt;br /&gt;
All of these can either be 1 (on, or true) or 0 (off, or false).  Be careful, as you can wind up with a double-negative, which the game will interpret as &amp;quot;True&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:left&amp;quot; cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Tag Name&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
! bLeader&lt;br /&gt;
| The promotion gives the unit a Warlord&lt;br /&gt;
|-&lt;br /&gt;
! bBlitz&lt;br /&gt;
| The promotion lets the unit attack multiple times per turn&lt;br /&gt;
|-&lt;br /&gt;
! bAmphib&lt;br /&gt;
| The promotion lets the unit cross rivers and attack out of a transport without penalties&lt;br /&gt;
|-&lt;br /&gt;
! bRiver&lt;br /&gt;
| The promotion lets the unit ignore rivers&lt;br /&gt;
|-&lt;br /&gt;
! bEnemyRoute&lt;br /&gt;
| The promotion lets the unit use enemy roads&lt;br /&gt;
|-&lt;br /&gt;
! bAlwaysHeal&lt;br /&gt;
| The promotion lets the unit heal while moving&lt;br /&gt;
|-&lt;br /&gt;
! bHillsDoubleMove&lt;br /&gt;
| The promotion lets the unit move twice as fast in Hills&lt;br /&gt;
|-&lt;br /&gt;
! bImmuneToFirstStrikes&lt;br /&gt;
| The promotion means that the unit cannot be affected by enemy First Strikes&lt;br /&gt;
|-&lt;br /&gt;
!bAltDown&lt;br /&gt;
| Unknown.  All promotions have a value of 0.  Presumably used for assigning hotkeys.&lt;br /&gt;
|-&lt;br /&gt;
!bShiftDown&lt;br /&gt;
| Unknown.  All promotions have a value of 0.  Presumably used for assigning hotkeys.&lt;br /&gt;
|-&lt;br /&gt;
!bCtrlDown&lt;br /&gt;
| Unknown.  All promotions have a value of 0.  Presumably used for assigning hotkeys.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lists (Multi-line)===&lt;br /&gt;
&lt;br /&gt;
All List tags consist of an opening/closing tag, which is shown here, and then each entry within it is another tag with the same name as the parent tag, minus the &amp;quot;s&amp;quot; (i.e. singular, rather than plural).&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:left&amp;quot; cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Tag Name&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
!TerrainAttacks&lt;br /&gt;
| Changes the strength modifier for attacking onto the specified terrain types by the given percentage.&lt;br /&gt;
|-&lt;br /&gt;
!TerrainDefenses&lt;br /&gt;
| Changes the strength modifier for defending on the specified terrain types by the given percentage.&lt;br /&gt;
|-&lt;br /&gt;
!FeatureAttacks&lt;br /&gt;
| Changes the strength modifier for attacking onto the specified feature types by the given percentage.&lt;br /&gt;
|-&lt;br /&gt;
!FeatureDefenses&lt;br /&gt;
| Changes the strength modifier for defending on the specified feature types by the given percentage.&lt;br /&gt;
|-&lt;br /&gt;
!UnitCombatMods&lt;br /&gt;
| Changes the strength modifier for fighting against the specified unit types by the given percentage.&lt;br /&gt;
|-&lt;br /&gt;
!DomainMods&lt;br /&gt;
| Changes the strength modifier for fighting against the specified domain (naval units, land units, etc.) by the given percentage.&lt;br /&gt;
|-&lt;br /&gt;
!TerrainDoubleMoves&lt;br /&gt;
| Halves the movement cost for the unit on this type of terrain.&lt;br /&gt;
|-&lt;br /&gt;
!FeatureDoubleMoves&lt;br /&gt;
| Halves the movement cost for the unit on this type of feature.&lt;br /&gt;
|-&lt;br /&gt;
!UnitCombats&lt;br /&gt;
| Controls which unit combat types can receive this promotion.&lt;br /&gt;
|-&lt;br /&gt;
!HotKey&lt;br /&gt;
| Not used in the standard game.  Assigns a hotkey for this promotion.&lt;br /&gt;
|}&lt;br /&gt;
			&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
&lt;br /&gt;
In the following example of code, please note that there is a specific order of all of the tags.  You &#039;&#039;must&#039;&#039; list the tags in this order for the game to properly interpret your file.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;PromotionInfos&amp;gt;&lt;br /&gt;
  &amp;lt;PromotionInfo&amp;gt;&lt;br /&gt;
   &amp;lt;Type&amp;gt;PROMOTION_COMBAT1&amp;lt;/Type&amp;gt;&lt;br /&gt;
   &amp;lt;Description&amp;gt;TXT_KEY_PROMOTION_COMBAT1&amp;lt;/Description&amp;gt;&lt;br /&gt;
   &amp;lt;Sound&amp;gt;AS2D_IF_LEVELUP&amp;lt;/Sound&amp;gt;&lt;br /&gt;
   &amp;lt;LayerAnimationPath&amp;gt;NONE&amp;lt;/LayerAnimationPath&amp;gt;&lt;br /&gt;
   &amp;lt;PromotionPrereq&amp;gt;NONE&amp;lt;/PromotionPrereq&amp;gt;&lt;br /&gt;
   &amp;lt;PromotionPrereqOr1&amp;gt;NONE&amp;lt;/PromotionPrereqOr1&amp;gt;&lt;br /&gt;
   &amp;lt;PromotionPrereqOr2&amp;gt;NONE&amp;lt;/PromotionPrereqOr2&amp;gt;&lt;br /&gt;
   &amp;lt;TechPrereq&amp;gt;NONE&amp;lt;/TechPrereq&amp;gt;&lt;br /&gt;
   &amp;lt;StateReligionPrereq&amp;gt;NONE&amp;lt;/StateReligionPrereq&amp;gt;&lt;br /&gt;
   &amp;lt;bLeader&amp;gt;0&amp;lt;/bLeader&amp;gt;&lt;br /&gt;
   &amp;lt;bBlitz&amp;gt;0&amp;lt;/bBlitz&amp;gt;&lt;br /&gt;
   &amp;lt;bAmphib&amp;gt;0&amp;lt;/bAmphib&amp;gt;&lt;br /&gt;
   &amp;lt;bRiver&amp;gt;0&amp;lt;/bRiver&amp;gt;&lt;br /&gt;
   &amp;lt;bEnemyRoute&amp;gt;0&amp;lt;/bEnemyRoute&amp;gt;&lt;br /&gt;
   &amp;lt;bAlwaysHeal&amp;gt;0&amp;lt;/bAlwaysHeal&amp;gt;&lt;br /&gt;
   &amp;lt;bHillsDoubleMove&amp;gt;0&amp;lt;/bHillsDoubleMove&amp;gt;&lt;br /&gt;
   &amp;lt;bImmuneToFirstStrikes&amp;gt;0&amp;lt;/bImmuneToFirstStrikes&amp;gt;&lt;br /&gt;
   &amp;lt;iVisibilityChange&amp;gt;0&amp;lt;/iVisibilityChange&amp;gt;&lt;br /&gt;
   &amp;lt;iMovesChange&amp;gt;0&amp;lt;/iMovesChange&amp;gt;&lt;br /&gt;
   &amp;lt;iMoveDiscountChange&amp;gt;0&amp;lt;/iMoveDiscountChange&amp;gt;&lt;br /&gt;
   &amp;lt;iAirRangeChange&amp;gt;0&amp;lt;/iAirRangeChange&amp;gt;&lt;br /&gt;
   &amp;lt;iInterceptChange&amp;gt;0&amp;lt;/iInterceptChange&amp;gt;&lt;br /&gt;
   &amp;lt;iEvasionChange&amp;gt;0&amp;lt;/iEvasionChange&amp;gt;&lt;br /&gt;
   &amp;lt;iWithdrawalChange&amp;gt;0&amp;lt;/iWithdrawalChange&amp;gt;&lt;br /&gt;
   &amp;lt;iCargoChange&amp;gt;0&amp;lt;/iCargoChange&amp;gt;&lt;br /&gt;
   &amp;lt;iCollateralDamageChange&amp;gt;0&amp;lt;/iCollateralDamageChange&amp;gt;&lt;br /&gt;
   &amp;lt;iBombardRateChange&amp;gt;0&amp;lt;/iBombardRateChange&amp;gt;&lt;br /&gt;
   &amp;lt;iFirstStrikesChange&amp;gt;0&amp;lt;/iFirstStrikesChange&amp;gt;&lt;br /&gt;
   &amp;lt;iChanceFirstStrikesChange&amp;gt;0&amp;lt;/iChanceFirstStrikesChange&amp;gt;&lt;br /&gt;
   &amp;lt;iEnemyHealChange&amp;gt;0&amp;lt;/iEnemyHealChange&amp;gt;&lt;br /&gt;
   &amp;lt;iNeutralHealChange&amp;gt;0&amp;lt;/iNeutralHealChange&amp;gt;&lt;br /&gt;
   &amp;lt;iFriendlyHealChange&amp;gt;0&amp;lt;/iFriendlyHealChange&amp;gt;&lt;br /&gt;
   &amp;lt;iSameTileHealChange&amp;gt;0&amp;lt;/iSameTileHealChange&amp;gt;&lt;br /&gt;
   &amp;lt;iAdjacentTileHealChange&amp;gt;0&amp;lt;/iAdjacentTileHealChange&amp;gt;&lt;br /&gt;
   &amp;lt;iCombatPercent&amp;gt;10&amp;lt;/iCombatPercent&amp;gt;&lt;br /&gt;
   &amp;lt;iCityAttack&amp;gt;0&amp;lt;/iCityAttack&amp;gt;&lt;br /&gt;
   &amp;lt;iCityDefense&amp;gt;0&amp;lt;/iCityDefense&amp;gt;&lt;br /&gt;
   &amp;lt;iHillsAttack&amp;gt;0&amp;lt;/iHillsAttack&amp;gt;&lt;br /&gt;
   &amp;lt;iHillsDefense&amp;gt;0&amp;lt;/iHillsDefense&amp;gt;&lt;br /&gt;
   &amp;lt;iKamikazePercent&amp;gt;0&amp;lt;/iKamikazePercent&amp;gt;&lt;br /&gt;
   &amp;lt;iRevoltProtection&amp;gt;0&amp;lt;/iRevoltProtection&amp;gt;&lt;br /&gt;
   &amp;lt;iCollateralDamageProtection&amp;gt;0&amp;lt;/iCollateralDamageProtection&amp;gt;&lt;br /&gt;
   &amp;lt;iPillageChange&amp;gt;0&amp;lt;/iPillageChange&amp;gt;&lt;br /&gt;
   &amp;lt;iUpgradeDiscount&amp;gt;0&amp;lt;/iUpgradeDiscount&amp;gt;&lt;br /&gt;
   &amp;lt;iExperiencePercent&amp;gt;0&amp;lt;/iExperiencePercent&amp;gt;&lt;br /&gt;
   &amp;lt;TerrainAttacks/&amp;gt;&lt;br /&gt;
   &amp;lt;TerrainDefenses/&amp;gt;&lt;br /&gt;
   &amp;lt;FeatureAttacks/&amp;gt;&lt;br /&gt;
   &amp;lt;FeatureDefenses/&amp;gt;&lt;br /&gt;
   &amp;lt;UnitCombatMods/&amp;gt;&lt;br /&gt;
   &amp;lt;DomainMods/&amp;gt;&lt;br /&gt;
   &amp;lt;TerrainDoubleMoves/&amp;gt;&lt;br /&gt;
   &amp;lt;FeatureDoubleMoves/&amp;gt;&lt;br /&gt;
   &amp;lt;UnitCombats&amp;gt;&lt;br /&gt;
    &amp;lt;UnitCombat&amp;gt;&lt;br /&gt;
     &amp;lt;UnitCombatType&amp;gt;UNITCOMBAT_RECON&amp;lt;/UnitCombatType&amp;gt;&lt;br /&gt;
     &amp;lt;bUnitCombat&amp;gt;1&amp;lt;/bUnitCombat&amp;gt;&lt;br /&gt;
    &amp;lt;/UnitCombat&amp;gt;&lt;br /&gt;
    &amp;lt;UnitCombat&amp;gt;&lt;br /&gt;
     &amp;lt;UnitCombatType&amp;gt;UNITCOMBAT_ARCHER&amp;lt;/UnitCombatType&amp;gt;&lt;br /&gt;
     &amp;lt;bUnitCombat&amp;gt;1&amp;lt;/bUnitCombat&amp;gt;&lt;br /&gt;
    &amp;lt;/UnitCombat&amp;gt;&lt;br /&gt;
    &amp;lt;UnitCombat&amp;gt;&lt;br /&gt;
     &amp;lt;UnitCombatType&amp;gt;UNITCOMBAT_MOUNTED&amp;lt;/UnitCombatType&amp;gt;&lt;br /&gt;
     &amp;lt;bUnitCombat&amp;gt;1&amp;lt;/bUnitCombat&amp;gt;&lt;br /&gt;
    &amp;lt;/UnitCombat&amp;gt;&lt;br /&gt;
    &amp;lt;UnitCombat&amp;gt;&lt;br /&gt;
     &amp;lt;UnitCombatType&amp;gt;UNITCOMBAT_MELEE&amp;lt;/UnitCombatType&amp;gt;&lt;br /&gt;
     &amp;lt;bUnitCombat&amp;gt;1&amp;lt;/bUnitCombat&amp;gt;&lt;br /&gt;
    &amp;lt;/UnitCombat&amp;gt;&lt;br /&gt;
    &amp;lt;UnitCombat&amp;gt;&lt;br /&gt;
     &amp;lt;UnitCombatType&amp;gt;UNITCOMBAT_GUN&amp;lt;/UnitCombatType&amp;gt;&lt;br /&gt;
     &amp;lt;bUnitCombat&amp;gt;1&amp;lt;/bUnitCombat&amp;gt;&lt;br /&gt;
    &amp;lt;/UnitCombat&amp;gt;&lt;br /&gt;
    &amp;lt;UnitCombat&amp;gt;&lt;br /&gt;
     &amp;lt;UnitCombatType&amp;gt;UNITCOMBAT_ARMOR&amp;lt;/UnitCombatType&amp;gt;&lt;br /&gt;
     &amp;lt;bUnitCombat&amp;gt;1&amp;lt;/bUnitCombat&amp;gt;&lt;br /&gt;
    &amp;lt;/UnitCombat&amp;gt;&lt;br /&gt;
    &amp;lt;UnitCombat&amp;gt;&lt;br /&gt;
     &amp;lt;UnitCombatType&amp;gt;UNITCOMBAT_HELICOPTER&amp;lt;/UnitCombatType&amp;gt;&lt;br /&gt;
     &amp;lt;bUnitCombat&amp;gt;1&amp;lt;/bUnitCombat&amp;gt;&lt;br /&gt;
    &amp;lt;/UnitCombat&amp;gt;&lt;br /&gt;
    &amp;lt;UnitCombat&amp;gt;&lt;br /&gt;
     &amp;lt;UnitCombatType&amp;gt;UNITCOMBAT_NAVAL&amp;lt;/UnitCombatType&amp;gt;&lt;br /&gt;
     &amp;lt;bUnitCombat&amp;gt;1&amp;lt;/bUnitCombat&amp;gt;&lt;br /&gt;
    &amp;lt;/UnitCombat&amp;gt;&lt;br /&gt;
    &amp;lt;UnitCombat&amp;gt;&lt;br /&gt;
     &amp;lt;UnitCombatType&amp;gt;UNITCOMBAT_AIR&amp;lt;/UnitCombatType&amp;gt;&lt;br /&gt;
     &amp;lt;bUnitCombat&amp;gt;1&amp;lt;/bUnitCombat&amp;gt;&lt;br /&gt;
    &amp;lt;/UnitCombat&amp;gt;&lt;br /&gt;
   &amp;lt;/UnitCombats&amp;gt;&lt;br /&gt;
   &amp;lt;HotKey/&amp;gt;&lt;br /&gt;
   &amp;lt;bAltDown&amp;gt;0&amp;lt;/bAltDown&amp;gt;&lt;br /&gt;
   &amp;lt;bShiftDown&amp;gt;0&amp;lt;/bShiftDown&amp;gt;&lt;br /&gt;
   &amp;lt;bCtrlDown&amp;gt;0&amp;lt;/bCtrlDown&amp;gt;&lt;br /&gt;
   &amp;lt;iHotKeyPriority&amp;gt;0&amp;lt;/iHotKeyPriority&amp;gt;&lt;br /&gt;
   &amp;lt;Button&amp;gt;,Art/Interface/Buttons/Promotions/Combat1.dds,Art/Interface/Buttons/Promotions_Atlas.dds,8,2&amp;lt;/Button&amp;gt;&lt;br /&gt;
  &amp;lt;/PromotionInfo&amp;gt;&lt;br /&gt;
 &amp;lt;/PromotionInfos&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Civ4_XML_Files}}&lt;/div&gt;</summary>
		<author><name>Minor Annoyance</name></author>
	</entry>
</feed>