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	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Civ4UnitInfos&amp;diff=6790</id>
		<title>Civ4UnitInfos</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Civ4UnitInfos&amp;diff=6790"/>
		<updated>2011-01-17T20:44:18Z</updated>

		<summary type="html">&lt;p&gt;Topsecret: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Civ4UnitInfos&#039;&#039;&#039; XML file controls data related to individual units: for example, a unit&#039;s strength value or production cost.  There are also more detailed options, affecting things like transport capabilities, prerequisites, and other complex features.&lt;br /&gt;
&lt;br /&gt;
All tags must be opened and closed; the first is the &#039;open&#039;, the second the &#039;closed&#039; tag. If nothing goes inside a &#039;list tag&#039;, then it should just be the opening tag with a &amp;quot;/&amp;quot; before the closing bracket.  The following tables contain all available tags, as well as their purpose and accepted values.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;This page is missing information.&lt;br /&gt;
Do not remove this notice until it is complete.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tags==&lt;br /&gt;
=== Headers ===&lt;br /&gt;
&lt;br /&gt;
These tags typically bracket other tags, sometimes the entire file, and are generally used to specify more than one piece of data.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:left&amp;quot; cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Tag Name&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
! Capture&lt;br /&gt;
| Either NONE, or the unit which the unit turns into when captured.&lt;br /&gt;
|-&lt;br /&gt;
! Class&lt;br /&gt;
| The class as defined in CIV4UnitClassInfos.xml. Class is the thing that holds, say, a Swordsman and a Praetorian together; each civilization can only have one of each class.&lt;br /&gt;
|-&lt;br /&gt;
! Combat&lt;br /&gt;
| The combat type, out of UNITCOMBAT_MELEE, UNITCOMBAT_ARCHER, UNITCOMBAT_MOUNTED, UNITCOMBAT_GUN, UNITCOMBAT_SIEGE, UNITCOMBAT_NAVAL, UNITCOMBAT_AIR and UNITCOMBAT_HELICOPTER of the unit - used to determine bonuses in combat &amp;amp; defense.&lt;br /&gt;
|-&lt;br /&gt;
! Domain&lt;br /&gt;
| DOMAIN_ - then AIR, SEA or LAND.&lt;br /&gt;
|-&lt;br /&gt;
! DefaultUnitAI&lt;br /&gt;
| The default way in which the AI uses the unit.&lt;br /&gt;
|-&lt;br /&gt;
! Invisible&lt;br /&gt;
| Either NONE (either meaning not invisible or completely invisible, see below) or INVISIBLE_STEALTH or INVISIBLE_SUBMARINE.&lt;br /&gt;
|-&lt;br /&gt;
! SeeInvisible&lt;br /&gt;
| Either NONE or a category of invisibility above. Means that the unit can see all units with this type of invisibility.&lt;br /&gt;
|-&lt;br /&gt;
! Special&lt;br /&gt;
| Should be NONE unless it comes under a heading in CIV4SpecialUnitInfos.xml; in which case write that.&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
| The name of the unit; which must be unique.&lt;br /&gt;
|-&lt;br /&gt;
! UnitInfo&lt;br /&gt;
| Each different unit&#039;s data is enclosed in a seperate tag like this.&lt;br /&gt;
|-&lt;br /&gt;
! UnitInfos&lt;br /&gt;
| This begins and ends the file. Everything must go in between these two, or it will not work.&lt;br /&gt;
|-&lt;br /&gt;
! UniqueNames&lt;br /&gt;
| Can be used to make the same unit have seperate names. kinda the same as cities. Can either contain text or a text tag&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Prerequisites ===&lt;br /&gt;
&lt;br /&gt;
These tags &#039;&#039;must&#039;&#039; be included when writing new entries, or the game will crash or otherwise malfunction.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:left&amp;quot; cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Tag Name&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
! AdvancedStartCost&lt;br /&gt;
| The cost in points of the unit on Advanced Start.&lt;br /&gt;
|-&lt;br /&gt;
! AdvancedStartCostIncrease&lt;br /&gt;
| Affects the cost in points of the unit on Advanced Start.&lt;br /&gt;
|-&lt;br /&gt;
! BonusType&lt;br /&gt;
| The resource needed to build this unit.&lt;br /&gt;
|-&lt;br /&gt;
! Flavors&lt;br /&gt;
| The &#039;flavours&#039; of the unit - these relate to leader behavior in the AI.&lt;br /&gt;
|-&lt;br /&gt;
! HolyCity&lt;br /&gt;
| If not NONE, then it is the Holy City needed to build the unit.&lt;br /&gt;
|-&lt;br /&gt;
! HurryCostModifier&lt;br /&gt;
| Impacts the Gold Hurry cost of the unit.&lt;br /&gt;
|-&lt;br /&gt;
! MinAreaSize&lt;br /&gt;
| Minimal number of water squares needed nearby to build sea vessels (20 for all sea units except Work Boats).&lt;br /&gt;
|-&lt;br /&gt;
! Moves&lt;br /&gt;
| The number of movement points that the unit has.&lt;br /&gt;
|-&lt;br /&gt;
! PrereqBonuses&lt;br /&gt;
| Used as a list tag to enclose BonusType tags.&lt;br /&gt;
|-&lt;br /&gt;
! PrereqBuilding&lt;br /&gt;
| Either NONE, or the building needed in a city to build this unit.&lt;br /&gt;
|-&lt;br /&gt;
! PrereqCorporation&lt;br /&gt;
| Either NONE, or the corporation needed in a city to build this unit.&lt;br /&gt;
|-&lt;br /&gt;
! PrereqReligion&lt;br /&gt;
| Either NONE, or the religion needed in a city to build this unit.&lt;br /&gt;
|-&lt;br /&gt;
! PrereqTech&lt;br /&gt;
| Either NONE, or the technology that you need to build this unit.&lt;br /&gt;
|-&lt;br /&gt;
! ProductionTraits&lt;br /&gt;
| The leader traits which affect production of this unit, along with the value.&lt;br /&gt;
|-&lt;br /&gt;
! ReligionType&lt;br /&gt;
| For units, always NONE.&lt;br /&gt;
|-&lt;br /&gt;
! StateReligion&lt;br /&gt;
| If not NONE, the State Religion needed to build this unit.&lt;br /&gt;
|-&lt;br /&gt;
! TechTypes&lt;br /&gt;
| Used as a list tag to enclose PrereqTech tags.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Text ===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:left&amp;quot; cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Tag Name&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
! Advisor&lt;br /&gt;
| Almost always ADVISOR_MILITARY; the rationale that the game gives for reccomending the unit.&lt;br /&gt;
|-&lt;br /&gt;
! Civilopedia&lt;br /&gt;
| As above for the Civiliopedia entry.&lt;br /&gt;
|-&lt;br /&gt;
! Description&lt;br /&gt;
| Either text or a key from the text files. The name displayed for the unit. &lt;br /&gt;
|-&lt;br /&gt;
! Help&lt;br /&gt;
| Optional. A text that can include some more information to display. The text is specified in any of the Assets\XML\Text files.&lt;br /&gt;
|-&lt;br /&gt;
! Strategy&lt;br /&gt;
| As above for the Sid&#039;s Tips, also displayed above the Civilopedia entry.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Integers ===&lt;br /&gt;
&lt;br /&gt;
All of these tags have a numerical value.  Though it sometimes can be negative, it usually is not.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:left&amp;quot; cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Tag Name&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
! iAirCombat&lt;br /&gt;
| The unit&#039;s base strength for Air Units.&lt;br /&gt;
|-&lt;br /&gt;
! iAirCombatLimit&lt;br /&gt;
| Max amount of damage (in percent) able to be inflicted on enemy units when air striking.&lt;br /&gt;
|-&lt;br /&gt;
! iAirRange&lt;br /&gt;
| The range at which an air unit it can operate or the range at which a ground unit can attack.&lt;br /&gt;
|-&lt;br /&gt;
! iAirUnitCap&lt;br /&gt;
| The number of air unit capacity slots the unit takes up -- should be 1 for most, if not all, air units.&lt;br /&gt;
|-&lt;br /&gt;
! iAIWeight &lt;br /&gt;
| The preference given by the AI to this unit, generally for Unique Units.&lt;br /&gt;
|-&lt;br /&gt;
! iAnimalCombat&lt;br /&gt;
| The percent bonus that the unit gets against Animals, in attack and defense.&lt;br /&gt;
|-&lt;br /&gt;
! iAsset&lt;br /&gt;
| Affects the AI&#039;s behaviour towards it in some way.&lt;br /&gt;
|-&lt;br /&gt;
! iBaseDiscover&lt;br /&gt;
| The basic rate at which the unit researches technologies.&lt;br /&gt;
|-&lt;br /&gt;
! iBaseHurry&lt;br /&gt;
| Amount of production in a city the unit can hurry.&lt;br /&gt;
|-&lt;br /&gt;
! iBaseTrade&lt;br /&gt;
| The basic amount of money that the unit makes from a Trade Mission.&lt;br /&gt;
|-&lt;br /&gt;
! iBombardRate&lt;br /&gt;
| The rate at which a unit Bombards a city.&lt;br /&gt;
|-&lt;br /&gt;
! iBombRate&lt;br /&gt;
| The damage that a unit does when carrying out an Air Bomb mission.&lt;br /&gt;
|-&lt;br /&gt;
! iCargo&lt;br /&gt;
| The number of units that the unit can carry.&lt;br /&gt;
|-&lt;br /&gt;
! iChanceFirstStrikes&lt;br /&gt;
| The number of First Strike Chances that the unit has.&lt;br /&gt;
|-&lt;br /&gt;
! iCityAttack&lt;br /&gt;
| The percent bonus that the unit gets when attacking cities.&lt;br /&gt;
|-&lt;br /&gt;
! iCityDefense&lt;br /&gt;
| The percent bonus that the unit gets when defending cities.&lt;br /&gt;
|-&lt;br /&gt;
! iCollateralDamage&lt;br /&gt;
| The amount of collateral damage (in percent) that the unit deals.&lt;br /&gt;
|-&lt;br /&gt;
! iCollateralDamageLimit&lt;br /&gt;
| The maximum amount of collateral damage that the unit can deal.&lt;br /&gt;
|-&lt;br /&gt;
! iCollateralDamageMaxUnits&lt;br /&gt;
| The greatest number of enemy units that the unit can inflict collateral damage on.&lt;br /&gt;
|-&lt;br /&gt;
! iConscription&lt;br /&gt;
| The number of this unit that can be drafted.&lt;br /&gt;
|-&lt;br /&gt;
! iCombat&lt;br /&gt;
| The unit&#039;s base strength.&lt;br /&gt;
|-&lt;br /&gt;
! iCombatLimit&lt;br /&gt;
| Percentage that tells how much damage a unit can give out before retreating.&lt;br /&gt;
|-&lt;br /&gt;
! iCost&lt;br /&gt;
| The cost in hammers of the unit.&lt;br /&gt;
|-&lt;br /&gt;
! iCultureGarrison&lt;br /&gt;
| The suppression value of a unit while garrisoned in a rebelling city.&lt;br /&gt;
|-&lt;br /&gt;
! iDiscoverMultiplier&lt;br /&gt;
| Affects the rate at which the unit researches technologies.&lt;br /&gt;
|-&lt;br /&gt;
! iDropRange&lt;br /&gt;
| The range at which the unit can &#039;jump&#039;/paradrop from a friendly city.&lt;br /&gt;
|-&lt;br /&gt;
! iEspionagePoints&lt;br /&gt;
| Used for Spy Units (ex. Great Spy) - the number of espionage points the unit can generate when infiltrating an enemy city.&lt;br /&gt;
|-&lt;br /&gt;
! iEvasionProbability&lt;br /&gt;
| For air and parachute units; the odds of evading interception.&lt;br /&gt;
|-&lt;br /&gt;
! iExtraCost&lt;br /&gt;
| Affects the upkeep (in gold per turn) of the unit; ex. a value of 1 equals +1 gold per turn cost.&lt;br /&gt;
|-&lt;br /&gt;
! iFirstStrikes&lt;br /&gt;
| The number of automatic First Strikes that the unit has.&lt;br /&gt;
|-&lt;br /&gt;
! iGreatWorkCulture&lt;br /&gt;
| The amount of culture that the unit generates with a Great Work.&lt;br /&gt;
|-&lt;br /&gt;
! iHillsAttack&lt;br /&gt;
| The percent bonus that the unit gets when attacking hills.&lt;br /&gt;
|-&lt;br /&gt;
! iHillsDefense&lt;br /&gt;
| The percent bonus that the unit gets when defending hills.&lt;br /&gt;
|-&lt;br /&gt;
! iHotKeyPriority&lt;br /&gt;
| &amp;lt;font color=red&amp;gt;Not sure what this does.&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! iHurryMultiplier&lt;br /&gt;
| Multiplier of the above.&lt;br /&gt;
|-&lt;br /&gt;
! iInterceptionProbability		&lt;br /&gt;
| The percent odds a unit has of intercepting an enemy unit within range trying to carry out an air mission.&lt;br /&gt;
|-&lt;br /&gt;
! iLeaderExperience&lt;br /&gt;
| The amount of experience this unit gives to units in the same stack when leading as a warlord; used for Great Generals.&lt;br /&gt;
|-&lt;br /&gt;
! iNukeRange&lt;br /&gt;
| The range at which the &#039;nuke&#039; can be launched - missiles only.&lt;br /&gt;
|-&lt;br /&gt;
! iOrderPriority&lt;br /&gt;
| Optional. &amp;lt;font color=red&amp;gt;Not sure what this does.&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! iPower&lt;br /&gt;
| Affects the amount that the AI factors it into the equation when determining your military power.&lt;br /&gt;
|-&lt;br /&gt;
! iTradeMultiplier&lt;br /&gt;
| Affects the amount of money that the unit makes from a Trade Mission.&lt;br /&gt;
|-&lt;br /&gt;
! iWithdrawalProb&lt;br /&gt;
| The percent withdrawal chance the unit has. Maximum Value is in GlobalDefines.xml&lt;br /&gt;
|-&lt;br /&gt;
! iWorkRate&lt;br /&gt;
| The rate at which the unit improves tiles.&lt;br /&gt;
|-&lt;br /&gt;
! iXPValueAttack&lt;br /&gt;
| The value, in Experience Points, that this unit is worth on the attack.&lt;br /&gt;
|-&lt;br /&gt;
! iXPValueDefense&lt;br /&gt;
| The value, in Experience Points, that this unit is worth on the defense.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Boolean ===&lt;br /&gt;
&lt;br /&gt;
All of these can either be 1 (on, or true) or 0 (off, or false).  Be careful, as you can wind up with a double-negative, which the game will interpret as &amp;quot;True&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:left&amp;quot; cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Tag Name&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
! bAltDown&lt;br /&gt;
| If 1, the hotkey for this unit must be used with Alt.&lt;br /&gt;
|-&lt;br /&gt;
! bAlwaysHostile&lt;br /&gt;
| Can attack enemy units without declaring war, and can be attacked without triggering a war. All nations treat it as an enemy unit.&lt;br /&gt;
|-&lt;br /&gt;
! bAnimal&lt;br /&gt;
| The unit is an animal; the Barbarian State controls it, it can spring from anywhere and it cannot enter cultural borders.&lt;br /&gt;
|-&lt;br /&gt;
! bCanMoveImpassible&lt;br /&gt;
| If set to 1, the unit can move through impassable terrain; ex. submarines moving through ice, helicopters moving through peaks.&lt;br /&gt;
|-&lt;br /&gt;
! bCanMoveAllTerrain&lt;br /&gt;
| Can move across all terrain.&lt;br /&gt;
|-&lt;br /&gt;
! bCounterSpy&lt;br /&gt;
| Should only be 1 in Vanilla or Warlords; can Perform Counterespionage.&lt;br /&gt;
|-&lt;br /&gt;
! bCtrlDown&lt;br /&gt;
| If 1, the hotkey for this unit must be used with Ctrl.&lt;br /&gt;
|-&lt;br /&gt;
! bDestroy&lt;br /&gt;
| Should only be 1 in Vanilla or Warlords; can Destroy Improvements.&lt;br /&gt;
|-&lt;br /&gt;
! bFirstStrikeImmune&lt;br /&gt;
| Is immune to First Strikes.&lt;br /&gt;
|-&lt;br /&gt;
! bFlatMovementCost&lt;br /&gt;
| Pays a flat movement cost to enter all terrain.&lt;br /&gt;
|-&lt;br /&gt;
! bFood&lt;br /&gt;
| The unit is produced with food as well as hammers; a city does not generate food while building this unit.&lt;br /&gt;
|-&lt;br /&gt;
! bFound&lt;br /&gt;
| Can found a city.&lt;br /&gt;
|-&lt;br /&gt;
! bGoldenAge&lt;br /&gt;
| Counts as a Great Person to start a Golden Age.&lt;br /&gt;
|-&lt;br /&gt;
! bHiddenNationality&lt;br /&gt;
| Bears no marking of nationality.&lt;br /&gt;
|-&lt;br /&gt;
! bIgnoreBuildingDefense&lt;br /&gt;
| Ignores defensive bonuses from enemy buildings, like Walls and Castles.&lt;br /&gt;
|-&lt;br /&gt;
! bIgnoreTerrainCost&lt;br /&gt;
| Ignores movement penalties from terrain.&lt;br /&gt;
|-&lt;br /&gt;
! bInvestigate&lt;br /&gt;
| Should only be 1 in Vanilla or Warlords; can Investigate City.&lt;br /&gt;
|-&lt;br /&gt;
! bInvisible&lt;br /&gt;
| Is invisible to all units.&lt;br /&gt;
|-&lt;br /&gt;
! bLineOfSight&lt;br /&gt;
| Optional. Specifies if the unit can only reveal the content in the tiles in the direction he is facing.&lt;br /&gt;
|-&lt;br /&gt;
! bMechanized&lt;br /&gt;
| Likely affects the sounds played when selecting the unit or issuing it orders (i.e. mechanical noises as opposed to human voices). &lt;br /&gt;
Used for land units in a vehicle, air units, sea units, etc.&lt;br /&gt;
|-&lt;br /&gt;
! bMilitaryHappiness&lt;br /&gt;
| Counts as a Military Unit in the eyes of the rabble; contributes to the &amp;quot;+happy for each military unit in a city&amp;quot; civic modifier.&lt;br /&gt;
|-&lt;br /&gt;
! bMilitaryProduction&lt;br /&gt;
| Counts as a military unit for production bonuses/penalties.&lt;br /&gt;
|-&lt;br /&gt;
! bMilitarySupport&lt;br /&gt;
| Costs money to maintain as part of your military, affected by Pacifism and the like.&lt;br /&gt;
|-&lt;br /&gt;
! bNoBadGoodies&lt;br /&gt;
| When this unit is entering a Tribal Village, the villagers will never be hostile.&lt;br /&gt;
|-&lt;br /&gt;
! bNoCapture&lt;br /&gt;
| This unit cannot capture cities.&lt;br /&gt;
|-&lt;br /&gt;
! bNoDefensiveBonus&lt;br /&gt;
| Does not receive defensive bonuses.&lt;br /&gt;
|-&lt;br /&gt;
! bNoRevealMap&lt;br /&gt;
| If 1, the unit does not reveal any tiles except the one it is currently standing on.&lt;br /&gt;
|-&lt;br /&gt;
! bNukeInnume&lt;br /&gt;
| Takes no damage from nukes.&lt;br /&gt;
|-&lt;br /&gt;
! bOnlyDefensive&lt;br /&gt;
| This unit cannot attack other units.&lt;br /&gt;
|-&lt;br /&gt;
! bPillage&lt;br /&gt;
| Can pillage improvements.&lt;br /&gt;
|-&lt;br /&gt;
! bQuickCombat&lt;br /&gt;
| Always 0 in vanilla BtS; if set to 1, presumably the unit never triggers the camera-angle change and other battle effects when combating another unit.&lt;br /&gt;
|-&lt;br /&gt;
! bRenderAlways&lt;br /&gt;
| Optional. Unknown usage.&lt;br /&gt;
|-&lt;br /&gt;
! bRenderBelowWater&lt;br /&gt;
| Optional. Unknown usage.&lt;br /&gt;
|-&lt;br /&gt;
! bRivalTerritory&lt;br /&gt;
| Can explore rival territory.&lt;br /&gt;
|-&lt;br /&gt;
! bPrereqBonuses&lt;br /&gt;
| Needs the mentioned resources to be built (can be NONE).&lt;br /&gt;
|-&lt;br /&gt;
! bPrereqReligion&lt;br /&gt;
| Needs the mentioned religion to be built (can be NONE).&lt;br /&gt;
|-&lt;br /&gt;
! bSabotage&lt;br /&gt;
| Should only be 1 in Vanilla or Warlords; can Sabotage Production.&lt;br /&gt;
|-&lt;br /&gt;
! bShiftDown&lt;br /&gt;
| If 1, the hotkey for this unit must be used with Shift.&lt;br /&gt;
|-&lt;br /&gt;
! bSpy&lt;br /&gt;
| Is a spy.&lt;br /&gt;
|-&lt;br /&gt;
! bStealPlans&lt;br /&gt;
| Should only be 1 in Vanilla or Warlords; can Steal Plans.&lt;br /&gt;
|-&lt;br /&gt;
! bSuicide&lt;br /&gt;
| Kills itself upon attacking, like a Kamikaze in the Defense mod.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lists (Multi-line)===&lt;br /&gt;
&lt;br /&gt;
All List tags consist of an opening/closing tag, which is shown here, and then each entry within it is another tag with the same name as the parent tag, minus the &amp;quot;s&amp;quot; (i.e. singular, rather than plural).&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:left&amp;quot; cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Tag Name&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
! Builds&lt;br /&gt;
| For all the things that the unit can build on tiles; but not wonders that it can build in cities.&lt;br /&gt;
|-&lt;br /&gt;
! Buildings&lt;br /&gt;
| The buildings which the unit can construct in a friendly city.&lt;br /&gt;
|-&lt;br /&gt;
! CorporationSpreads&lt;br /&gt;
| The Corporations which the unit can spread.&lt;br /&gt;
|-&lt;br /&gt;
! FlankingStrikes&lt;br /&gt;
| All unit classes against which the unit gets a Flank Attack.&lt;br /&gt;
|-&lt;br /&gt;
! ForceBuildings&lt;br /&gt;
| The buildings the unit can construct in &#039;&#039;&#039;&#039;&#039;any&#039;&#039;&#039;&#039;&#039; city regardless of tech, building prerequisites, or other restrictions (ex: could construct a world wonder in multiple cities).&lt;br /&gt;
|-&lt;br /&gt;
! GreatPeoples&lt;br /&gt;
| If the unit can settle in a city, put the type of specialist it becomes here.&lt;br /&gt;
|-&lt;br /&gt;
! NotUnitAIs&lt;br /&gt;
| As UnitAIs, but for the tasks which the AI will never consider the unit for.&lt;br /&gt;
|-&lt;br /&gt;
! ReligionSpreads&lt;br /&gt;
| The religions which the unit can spread.&lt;br /&gt;
|-&lt;br /&gt;
! UnitClassDefenders&lt;br /&gt;
| Unit defends first against the specified unitclass(es).&lt;br /&gt;
|- &lt;br /&gt;
! UnitClassTargets&lt;br /&gt;
| Unit attacks first against the specified unitclass(es).&lt;br /&gt;
|-&lt;br /&gt;
! UnitClassUpgrades&lt;br /&gt;
| The UnitClass(es) to which this unit upgrades.&lt;br /&gt;
|-&lt;br /&gt;
! UnitCombatDefenders&lt;br /&gt;
| Unit defends first against the specified unitcombat type(s)&lt;br /&gt;
|-&lt;br /&gt;
! UnitCombatTargets&lt;br /&gt;
| Unit attacks first against the specified unitcombat type(s)&lt;br /&gt;
|-&lt;br /&gt;
! UnitAIs&lt;br /&gt;
| Inside here go the methods which the AI uses to command this unit. It dictates the roles which the unit is good for.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous ===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:left&amp;quot; cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Tag Name&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
! BonusProductionModifiers&lt;br /&gt;
| Resources that make the unit produce faster.&lt;br /&gt;
|-&lt;br /&gt;
! DomainCargo&lt;br /&gt;
| The Domain (AIR, SEA, or LAND) of units that the unit can carry.&lt;br /&gt;
|-&lt;br /&gt;
! DomainMods&lt;br /&gt;
| The bonuses/penalties that the unit gets against Air, Sea or Land units.&lt;br /&gt;
|-&lt;br /&gt;
! FeatureAttacks&lt;br /&gt;
| Attack bonus(es) that the unit gets when attacking into different features.&lt;br /&gt;
|-&lt;br /&gt;
! FeatureDefenses&lt;br /&gt;
| Defense bonus(es) that the unit gets from within different features.&lt;br /&gt;
|-&lt;br /&gt;
! FeatureImpassables&lt;br /&gt;
| Used to specify terrain features (Jungle, Forest, etc.) that the unit is unable to enter.&lt;br /&gt;
|-&lt;br /&gt;
! FeatureNatives&lt;br /&gt;
| This affects the feature types animals spawn in.&lt;br /&gt;
|-&lt;br /&gt;
! FreePromotions&lt;br /&gt;
| The promotions that this unit starts with.&lt;br /&gt;
|-&lt;br /&gt;
! HotKey&lt;br /&gt;
| Never used in the original game - it can be used to define a hotkey for the unit.&lt;br /&gt;
|-&lt;br /&gt;
! LeaderPromotion&lt;br /&gt;
| Promotion that the unit gives to another unit when attached as a warlord; used in vanilla BtS for Great Generals.&lt;br /&gt;
|-&lt;br /&gt;
! SpecialCargo&lt;br /&gt;
| The type of SpecialUnit that the unit can carry.&lt;br /&gt;
|-&lt;br /&gt;
! TerrainAttacks&lt;br /&gt;
| Attack bonuses that the unit gets in different terrain.&lt;br /&gt;
|-&lt;br /&gt;
! TerrainDefenses&lt;br /&gt;
| Defense bonuses that the unit gets in different terrain.&lt;br /&gt;
|-&lt;br /&gt;
! TerrainImpassables&lt;br /&gt;
| Used to specify terrain types (Ocean, Desert, etc.) that the unit is unable to enter.&lt;br /&gt;
|-&lt;br /&gt;
! TerrainNatives&lt;br /&gt;
| This affects the terrain types animals spawn in.&lt;br /&gt;
|-&lt;br /&gt;
! TerrainPassableTechs&lt;br /&gt;
| With these technologies, the unit can enter the terrain defined in TerrainImpassables.&lt;br /&gt;
|-&lt;br /&gt;
! UnitClassAttackMods&lt;br /&gt;
| The percent bonuses/penalties that the unit gets against specific UnitClasses in attack.&lt;br /&gt;
|-&lt;br /&gt;
! UnitClassDefenseMods&lt;br /&gt;
| The percent bonuses/penalties that the unit gets against specific UnitClasses in defense.&lt;br /&gt;
|-&lt;br /&gt;
! UnitCombatCollateralImmunes&lt;br /&gt;
| The UnitCombat(s) that this unit does not receive collateral damage from.&lt;br /&gt;
|-&lt;br /&gt;
! UnitCombatMods&lt;br /&gt;
| The percent bonuses/penalties that the unit gets against different UnitCombat groups.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Art ===&lt;br /&gt;
	&lt;br /&gt;
These tags are directly related to the rendering of art for the entry.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:left&amp;quot; cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Tag Name&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
! EarlyArtDefineTag&lt;br /&gt;
| From CIV4ArtDefinesUnit - what the unit looks like in-game during the early era(s).&lt;br /&gt;
|-&lt;br /&gt;
! FormationType&lt;br /&gt;
| The formation that the unit adopts.&lt;br /&gt;
|-&lt;br /&gt;
! fMaxSpeed&lt;br /&gt;
| &amp;lt;font color=red&amp;gt;Not sure what this does.&amp;lt;/font&amp;gt; Perhaps the maximum speed at which the unit&#039;s animations play?&lt;br /&gt;
|-&lt;br /&gt;
! fPadTime&lt;br /&gt;
| &amp;lt;font color=red&amp;gt;Not sure what this does.&amp;lt;/font&amp;gt; Perhaps the amount of time (in seconds) inserted between certain animations?&lt;br /&gt;
|-&lt;br /&gt;
! iGroupSize&lt;br /&gt;
| The number of models in the unit; ex. 3 for a Warrior unit, 1 for a Jet Fighter unit.&lt;br /&gt;
|-&lt;br /&gt;
! iMeleeWaveSize&lt;br /&gt;
| The number of models that engage in melee combat at once. Should never be greater than iGroupSize.&lt;br /&gt;
|-&lt;br /&gt;
! iRangedWaveSize&lt;br /&gt;
| The number of models that engage in ranged combat at once. Should never be greater than iGroupSize.&lt;br /&gt;
|-&lt;br /&gt;
! LateArtDefineTag&lt;br /&gt;
| From CIV4ArtDefinesUnit - what the unit looks like in-game during the middle era(s).&lt;br /&gt;
|-&lt;br /&gt;
! MiddleArtDefineTag&lt;br /&gt;
| From CIV4ArtDefinesUnit - what the unit looks like in-game during the late era(s).&lt;br /&gt;
|-&lt;br /&gt;
! UnitMeshGroups&lt;br /&gt;
| The ART_DEF tag for the unit&#039;s model/animation/etc information.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
 &amp;lt;UnitInfo&amp;gt;&lt;br /&gt;
   &amp;lt;Class&amp;gt;UNITCLASS_LION&amp;lt;/Class&amp;gt;&lt;br /&gt;
   &amp;lt;Type&amp;gt;UNIT_LION&amp;lt;/Type&amp;gt;&lt;br /&gt;
   &amp;lt;UniqueNames/&amp;gt;&lt;br /&gt;
   &amp;lt;Special&amp;gt;NONE&amp;lt;/Special&amp;gt;&lt;br /&gt;
   &amp;lt;Capture&amp;gt;NONE&amp;lt;/Capture&amp;gt;&lt;br /&gt;
   &amp;lt;Combat&amp;gt;NONE&amp;lt;/Combat&amp;gt;&lt;br /&gt;
   &amp;lt;Domain&amp;gt;DOMAIN_LAND&amp;lt;/Domain&amp;gt;&lt;br /&gt;
   &amp;lt;DefaultUnitAI&amp;gt;UNITAI_ANIMAL&amp;lt;/DefaultUnitAI&amp;gt;&lt;br /&gt;
   &amp;lt;Invisible&amp;gt;NONE&amp;lt;/Invisible&amp;gt;&lt;br /&gt;
   &amp;lt;SeeInvisible&amp;gt;NONE&amp;lt;/SeeInvisible&amp;gt;&lt;br /&gt;
   &amp;lt;Description&amp;gt;TXT_KEY_UNIT_LION&amp;lt;/Description&amp;gt;&lt;br /&gt;
   &amp;lt;Civilopedia&amp;gt;TXT_KEY_CONCEPT_ANIMALS_PEDIA&amp;lt;/Civilopedia&amp;gt;&lt;br /&gt;
   &amp;lt;Strategy&amp;gt;TXT_KEY_UNIT_ANIMAL_STRATEGY&amp;lt;/Strategy&amp;gt;&lt;br /&gt;
   &amp;lt;Advisor&amp;gt;NONE&amp;lt;/Advisor&amp;gt;&lt;br /&gt;
   &amp;lt;bAnimal&amp;gt;1&amp;lt;/bAnimal&amp;gt;&lt;br /&gt;
   &amp;lt;bFood&amp;gt;0&amp;lt;/bFood&amp;gt;&lt;br /&gt;
   &amp;lt;bNoBadGoodies&amp;gt;0&amp;lt;/bNoBadGoodies&amp;gt;&lt;br /&gt;
   &amp;lt;bOnlyDefensive&amp;gt;0&amp;lt;/bOnlyDefensive&amp;gt;&lt;br /&gt;
   &amp;lt;bNoCapture&amp;gt;0&amp;lt;/bNoCapture&amp;gt;&lt;br /&gt;
   &amp;lt;bQuickCombat&amp;gt;0&amp;lt;/bQuickCombat&amp;gt;&lt;br /&gt;
   &amp;lt;bRivalTerritory&amp;gt;0&amp;lt;/bRivalTerritory&amp;gt;&lt;br /&gt;
   &amp;lt;bMilitaryHappiness&amp;gt;0&amp;lt;/bMilitaryHappiness&amp;gt;&lt;br /&gt;
   &amp;lt;bMilitarySupport&amp;gt;0&amp;lt;/bMilitarySupport&amp;gt;&lt;br /&gt;
   &amp;lt;bMilitaryProduction&amp;gt;0&amp;lt;/bMilitaryProduction&amp;gt;&lt;br /&gt;
   &amp;lt;bPillage&amp;gt;0&amp;lt;/bPillage&amp;gt;&lt;br /&gt;
   &amp;lt;bSpy&amp;gt;0&amp;lt;/bSpy&amp;gt;&lt;br /&gt;
   &amp;lt;bSabotage&amp;gt;0&amp;lt;/bSabotage&amp;gt;&lt;br /&gt;
   &amp;lt;bDestroy&amp;gt;0&amp;lt;/bDestroy&amp;gt;&lt;br /&gt;
   &amp;lt;bStealPlans&amp;gt;0&amp;lt;/bStealPlans&amp;gt;&lt;br /&gt;
   &amp;lt;bInvestigate&amp;gt;0&amp;lt;/bInvestigate&amp;gt;&lt;br /&gt;
   &amp;lt;bCounterSpy&amp;gt;0&amp;lt;/bCounterSpy&amp;gt;&lt;br /&gt;
   &amp;lt;bFound&amp;gt;0&amp;lt;/bFound&amp;gt;&lt;br /&gt;
   &amp;lt;bGoldenAge&amp;gt;0&amp;lt;/bGoldenAge&amp;gt;&lt;br /&gt;
   &amp;lt;bInvisible&amp;gt;0&amp;lt;/bInvisible&amp;gt;&lt;br /&gt;
   &amp;lt;bFirstStrikeImmune&amp;gt;0&amp;lt;/bFirstStrikeImmune&amp;gt;&lt;br /&gt;
   &amp;lt;bNoDefensiveBonus&amp;gt;1&amp;lt;/bNoDefensiveBonus&amp;gt;&lt;br /&gt;
   &amp;lt;bIgnoreBuildingDefense&amp;gt;0&amp;lt;/bIgnoreBuildingDefense&amp;gt;&lt;br /&gt;
   &amp;lt;bCanMoveImpassable&amp;gt;0&amp;lt;/bCanMoveImpassable&amp;gt;&lt;br /&gt;
   &amp;lt;bCanMoveAllTerrain&amp;gt;0&amp;lt;/bCanMoveAllTerrain&amp;gt;&lt;br /&gt;
   &amp;lt;bFlatMovementCost&amp;gt;0&amp;lt;/bFlatMovementCost&amp;gt;&lt;br /&gt;
   &amp;lt;bIgnoreTerrainCost&amp;gt;0&amp;lt;/bIgnoreTerrainCost&amp;gt;&lt;br /&gt;
   &amp;lt;bNukeImmune&amp;gt;0&amp;lt;/bNukeImmune&amp;gt;&lt;br /&gt;
   &amp;lt;bPrereqBonuses&amp;gt;0&amp;lt;/bPrereqBonuses&amp;gt;&lt;br /&gt;
   &amp;lt;bPrereqReligion&amp;gt;0&amp;lt;/bPrereqReligion&amp;gt;&lt;br /&gt;
   &amp;lt;bMechanized&amp;gt;0&amp;lt;/bMechanized&amp;gt;&lt;br /&gt;
   &amp;lt;bSuicide&amp;gt;0&amp;lt;/bSuicide&amp;gt;&lt;br /&gt;
   &amp;lt;bHiddenNationality&amp;gt;0&amp;lt;/bHiddenNationality&amp;gt;&lt;br /&gt;
   &amp;lt;bAlwaysHostile&amp;gt;0&amp;lt;/bAlwaysHostile&amp;gt;&lt;br /&gt;
   &amp;lt;UnitClassUpgrades/&amp;gt;&lt;br /&gt;
   &amp;lt;UnitClassTargets/&amp;gt;&lt;br /&gt;
   &amp;lt;UnitCombatTargets/&amp;gt;&lt;br /&gt;
   &amp;lt;UnitClassDefenders/&amp;gt;&lt;br /&gt;
   &amp;lt;UnitCombatDefenders/&amp;gt;&lt;br /&gt;
   &amp;lt;FlankingStrikes/&amp;gt;&lt;br /&gt;
   &amp;lt;UnitAIs&amp;gt;&lt;br /&gt;
      &amp;lt;UnitAI&amp;gt;&lt;br /&gt;
         &amp;lt;UnitAIType&amp;gt;UNITAI_ANIMAL&amp;lt;/UnitAIType&amp;gt;&lt;br /&gt;
         &amp;lt;bUnitAI&amp;gt;1&amp;lt;/bUnitAI&amp;gt;&lt;br /&gt;
      &amp;lt;/UnitAI&amp;gt;&lt;br /&gt;
   &amp;lt;/UnitAIs&amp;gt;&lt;br /&gt;
   &amp;lt;NotUnitAIs/&amp;gt;&lt;br /&gt;
   &amp;lt;Builds/&amp;gt;&lt;br /&gt;
   &amp;lt;ReligionSpreads/&amp;gt;&lt;br /&gt;
   &amp;lt;CorporationSpreads/&amp;gt;&lt;br /&gt;
   &amp;lt;GreatPeoples/&amp;gt;&lt;br /&gt;
   &amp;lt;Buildings/&amp;gt;&lt;br /&gt;
   &amp;lt;ForceBuildings/&amp;gt;&lt;br /&gt;
   &amp;lt;HolyCity&amp;gt;NONE&amp;lt;/HolyCity&amp;gt;&lt;br /&gt;
   &amp;lt;ReligionType&amp;gt;NONE&amp;lt;/ReligionType&amp;gt;&lt;br /&gt;
   &amp;lt;StateReligion&amp;gt;NONE&amp;lt;/StateReligion&amp;gt;&lt;br /&gt;
   &amp;lt;PrereqReligion&amp;gt;NONE&amp;lt;/PrereqReligion&amp;gt;&lt;br /&gt;
   &amp;lt;PrereqCorporation&amp;gt;NONE&amp;lt;/PrereqCorporation&amp;gt;&lt;br /&gt;
   &amp;lt;PrereqBuilding&amp;gt;NONE&amp;lt;/PrereqBuilding&amp;gt;&lt;br /&gt;
   &amp;lt;PrereqTech&amp;gt;NONE&amp;lt;/PrereqTech&amp;gt;&lt;br /&gt;
   &amp;lt;TechTypes/&amp;gt;&lt;br /&gt;
   &amp;lt;BonusType&amp;gt;NONE&amp;lt;/BonusType&amp;gt;&lt;br /&gt;
   &amp;lt;PrereqBonuses/&amp;gt;&lt;br /&gt;
   &amp;lt;ProductionTraits/&amp;gt;&lt;br /&gt;
   &amp;lt;Flavors/&amp;gt;&lt;br /&gt;
   &amp;lt;iAIWeight&amp;gt;0&amp;lt;/iAIWeight&amp;gt;&lt;br /&gt;
   &amp;lt;iCost&amp;gt;-1&amp;lt;/iCost&amp;gt;&lt;br /&gt;
   &amp;lt;iHurryCostModifier&amp;gt;0&amp;lt;/iHurryCostModifier&amp;gt;&lt;br /&gt;
   &amp;lt;iAdvancedStartCost&amp;gt;-1&amp;lt;/iAdvancedStartCost&amp;gt;&lt;br /&gt;
   &amp;lt;iAdvancedStartCostIncrease&amp;gt;0&amp;lt;/iAdvancedStartCostIncrease&amp;gt;&lt;br /&gt;
   &amp;lt;iMinAreaSize&amp;gt;-1&amp;lt;/iMinAreaSize&amp;gt;&lt;br /&gt;
   &amp;lt;iMoves&amp;gt;1&amp;lt;/iMoves&amp;gt;&lt;br /&gt;
   &amp;lt;bNoRevealMap&amp;gt;0&amp;lt;/bNoRevealMap&amp;gt;&lt;br /&gt;
   &amp;lt;iAirRange&amp;gt;0&amp;lt;/iAirRange&amp;gt;&lt;br /&gt;
   &amp;lt;iAirUnitCap&amp;gt;0&amp;lt;/iAirUnitCap&amp;gt;&lt;br /&gt;
   &amp;lt;iDropRange&amp;gt;0&amp;lt;/iDropRange&amp;gt;&lt;br /&gt;
   &amp;lt;iNukeRange&amp;gt;-1&amp;lt;/iNukeRange&amp;gt;&lt;br /&gt;
   &amp;lt;iWorkRate&amp;gt;0&amp;lt;/iWorkRate&amp;gt;&lt;br /&gt;
   &amp;lt;iBaseDiscover&amp;gt;0&amp;lt;/iBaseDiscover&amp;gt;&lt;br /&gt;
   &amp;lt;iDiscoverMultiplier&amp;gt;0&amp;lt;/iDiscoverMultiplier&amp;gt;&lt;br /&gt;
   &amp;lt;iBaseHurry&amp;gt;0&amp;lt;/iBaseHurry&amp;gt;&lt;br /&gt;
   &amp;lt;iHurryMultiplier&amp;gt;0&amp;lt;/iHurryMultiplier&amp;gt;&lt;br /&gt;
   &amp;lt;iBaseTrade&amp;gt;0&amp;lt;/iBaseTrade&amp;gt;&lt;br /&gt;
   &amp;lt;iTradeMultiplier&amp;gt;0&amp;lt;/iTradeMultiplier&amp;gt;&lt;br /&gt;
   &amp;lt;iGreatWorkCulture&amp;gt;0&amp;lt;/iGreatWorkCulture&amp;gt;&lt;br /&gt;
   &amp;lt;iEspionagePoints&amp;gt;0&amp;lt;/iEspionagePoints&amp;gt;&lt;br /&gt;
   &amp;lt;TerrainImpassables/&amp;gt;&lt;br /&gt;
   &amp;lt;FeatureImpassables/&amp;gt;&lt;br /&gt;
   &amp;lt;TerrainPassableTechs/&amp;gt;&lt;br /&gt;
   &amp;lt;FeaturePassableTechs/&amp;gt;&lt;br /&gt;
   &amp;lt;iCombat&amp;gt;2&amp;lt;/iCombat&amp;gt;&lt;br /&gt;
   &amp;lt;iCombatLimit&amp;gt;100&amp;lt;/iCombatLimit&amp;gt;&lt;br /&gt;
   &amp;lt;iAirCombat&amp;gt;0&amp;lt;/iAirCombat&amp;gt;&lt;br /&gt;
   &amp;lt;iAirCombatLimit&amp;gt;0&amp;lt;/iAirCombatLimit&amp;gt;&lt;br /&gt;
   &amp;lt;iXPValueAttack&amp;gt;4&amp;lt;/iXPValueAttack&amp;gt;&lt;br /&gt;
   &amp;lt;iXPValueDefense&amp;gt;2&amp;lt;/iXPValueDefense&amp;gt;&lt;br /&gt;
   &amp;lt;iFirstStrikes&amp;gt;0&amp;lt;/iFirstStrikes&amp;gt;&lt;br /&gt;
   &amp;lt;iChanceFirstStrikes&amp;gt;0&amp;lt;/iChanceFirstStrikes&amp;gt;&lt;br /&gt;
   &amp;lt;iInterceptionProbability&amp;gt;0&amp;lt;/iInterceptionProbability&amp;gt;&lt;br /&gt;
   &amp;lt;iEvasionProbability&amp;gt;0&amp;lt;/iEvasionProbability&amp;gt;&lt;br /&gt;
   &amp;lt;iWithdrawalProb&amp;gt;0&amp;lt;/iWithdrawalProb&amp;gt;&lt;br /&gt;
   &amp;lt;iCollateralDamage&amp;gt;0&amp;lt;/iCollateralDamage&amp;gt;&lt;br /&gt;
   &amp;lt;iCollateralDamageLimit&amp;gt;0&amp;lt;/iCollateralDamageLimit&amp;gt;&lt;br /&gt;
   &amp;lt;iCollateralDamageMaxUnits&amp;gt;0&amp;lt;/iCollateralDamageMaxUnits&amp;gt;&lt;br /&gt;
   &amp;lt;iCityAttack&amp;gt;0&amp;lt;/iCityAttack&amp;gt;&lt;br /&gt;
   &amp;lt;iCityDefense&amp;gt;0&amp;lt;/iCityDefense&amp;gt;&lt;br /&gt;
   &amp;lt;iAnimalCombat&amp;gt;0&amp;lt;/iAnimalCombat&amp;gt;&lt;br /&gt;
   &amp;lt;iHillsAttack&amp;gt;0&amp;lt;/iHillsAttack&amp;gt;&lt;br /&gt;
   &amp;lt;iHillsDefense&amp;gt;0&amp;lt;/iHillsDefense&amp;gt;&lt;br /&gt;
   &amp;lt;TerrainNatives&amp;gt;&lt;br /&gt;
      &amp;lt;TerrainNative&amp;gt;&lt;br /&gt;
         &amp;lt;TerrainType&amp;gt;TERRAIN_GRASS&amp;lt;/TerrainType&amp;gt;&lt;br /&gt;
         &amp;lt;bTerrainNative&amp;gt;1&amp;lt;/bTerrainNative&amp;gt;&lt;br /&gt;
      &amp;lt;/TerrainNative&amp;gt;&lt;br /&gt;
      &amp;lt;TerrainNative&amp;gt;&lt;br /&gt;
         &amp;lt;TerrainType&amp;gt;TERRAIN_PLAINS&amp;lt;/TerrainType&amp;gt;&lt;br /&gt;
         &amp;lt;bTerrainNative&amp;gt;1&amp;lt;/bTerrainNative&amp;gt;&lt;br /&gt;
      &amp;lt;/TerrainNative&amp;gt;&lt;br /&gt;
      &amp;lt;TerrainNative&amp;gt;&lt;br /&gt;
         &amp;lt;TerrainType&amp;gt;TERRAIN_DESERT&amp;lt;/TerrainType&amp;gt;&lt;br /&gt;
         &amp;lt;bTerrainNative&amp;gt;1&amp;lt;/bTerrainNative&amp;gt;&lt;br /&gt;
      &amp;lt;/TerrainNative&amp;gt;&lt;br /&gt;
   &amp;lt;/TerrainNatives&amp;gt;&lt;br /&gt;
   &amp;lt;FeatureNatives/&amp;gt;&lt;br /&gt;
   &amp;lt;TerrainAttacks/&amp;gt;&lt;br /&gt;
   &amp;lt;TerrainDefenses/&amp;gt;&lt;br /&gt;
   &amp;lt;FeatureAttacks/&amp;gt;&lt;br /&gt;
   &amp;lt;FeatureDefenses/&amp;gt;&lt;br /&gt;
   &amp;lt;UnitClassAttackMods/&amp;gt;&lt;br /&gt;
   &amp;lt;UnitClassDefenseMods/&amp;gt;&lt;br /&gt;
   &amp;lt;UnitCombatMods/&amp;gt;&lt;br /&gt;
   &amp;lt;UnitCombatCollateralImmunes/&amp;gt;&lt;br /&gt;
   &amp;lt;DomainMods/&amp;gt;&lt;br /&gt;
   &amp;lt;BonusProductionModifiers/&amp;gt;&lt;br /&gt;
   &amp;lt;iBombRate&amp;gt;0&amp;lt;/iBombRate&amp;gt;&lt;br /&gt;
   &amp;lt;iBombardRate&amp;gt;0&amp;lt;/iBombardRate&amp;gt;&lt;br /&gt;
   &amp;lt;SpecialCargo&amp;gt;NONE&amp;lt;/SpecialCargo&amp;gt;&lt;br /&gt;
   &amp;lt;DomainCargo&amp;gt;NONE&amp;lt;/DomainCargo&amp;gt;&lt;br /&gt;
   &amp;lt;iCargo&amp;gt;0&amp;lt;/iCargo&amp;gt;&lt;br /&gt;
   &amp;lt;iConscription&amp;gt;0&amp;lt;/iConscription&amp;gt;&lt;br /&gt;
   &amp;lt;iCultureGarrison&amp;gt;0&amp;lt;/iCultureGarrison&amp;gt;&lt;br /&gt;
   &amp;lt;iExtraCost&amp;gt;0&amp;lt;/iExtraCost&amp;gt;&lt;br /&gt;
   &amp;lt;iAsset&amp;gt;1&amp;lt;/iAsset&amp;gt;&lt;br /&gt;
   &amp;lt;iPower&amp;gt;1&amp;lt;/iPower&amp;gt;&lt;br /&gt;
   &amp;lt;UnitMeshGroups&amp;gt;&lt;br /&gt;
      &amp;lt;iGroupSize&amp;gt;3&amp;lt;/iGroupSize&amp;gt;&lt;br /&gt;
      &amp;lt;fMaxSpeed&amp;gt;1.75&amp;lt;/fMaxSpeed&amp;gt;&lt;br /&gt;
      &amp;lt;fPadTime&amp;gt;1&amp;lt;/fPadTime&amp;gt;&lt;br /&gt;
      &amp;lt;iMeleeWaveSize&amp;gt;3&amp;lt;/iMeleeWaveSize&amp;gt;&lt;br /&gt;
      &amp;lt;iRangedWaveSize&amp;gt;0&amp;lt;/iRangedWaveSize&amp;gt;&lt;br /&gt;
      &amp;lt;UnitMeshGroup&amp;gt;&lt;br /&gt;
         &amp;lt;iRequired&amp;gt;3&amp;lt;/iRequired&amp;gt;&lt;br /&gt;
         &amp;lt;EarlyArtDefineTag&amp;gt;ART_DEF_UNIT_LION&amp;lt;/EarlyArtDefineTag&amp;gt;&lt;br /&gt;
      &amp;lt;/UnitMeshGroup&amp;gt;&lt;br /&gt;
   &amp;lt;/UnitMeshGroups&amp;gt;&lt;br /&gt;
   &amp;lt;FormationType&amp;gt;FORMATION_TYPE_ANIMAL&amp;lt;/FormationType&amp;gt;&lt;br /&gt;
   &amp;lt;HotKey/&amp;gt;&lt;br /&gt;
   &amp;lt;bAltDown&amp;gt;0&amp;lt;/bAltDown&amp;gt;&lt;br /&gt;
   &amp;lt;bShiftDown&amp;gt;0&amp;lt;/bShiftDown&amp;gt;&lt;br /&gt;
   &amp;lt;bCtrlDown&amp;gt;0&amp;lt;/bCtrlDown&amp;gt;&lt;br /&gt;
   &amp;lt;iHotKeyPriority&amp;gt;0&amp;lt;/iHotKeyPriority&amp;gt;&lt;br /&gt;
   &amp;lt;FreePromotions/&amp;gt;&lt;br /&gt;
   &amp;lt;LeaderPromotion&amp;gt;NONE&amp;lt;/LeaderPromotion&amp;gt;&lt;br /&gt;
   &amp;lt;iLeaderExperience&amp;gt;0&amp;lt;/iLeaderExperience&amp;gt;&lt;br /&gt;
 &amp;lt;/UnitInfo&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Civ4_XML_Files}}&lt;/div&gt;</summary>
		<author><name>Topsecret</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Civ4CivicInfos&amp;diff=6655</id>
		<title>Civ4CivicInfos</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Civ4CivicInfos&amp;diff=6655"/>
		<updated>2010-11-26T22:09:21Z</updated>

		<summary type="html">&lt;p&gt;Topsecret: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Civ4CivicInfos&#039;&#039;&#039; file declares the effects each civic has 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;
&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;
!CivicInfo&lt;br /&gt;
|Main bracket for each entry&lt;br /&gt;
|-&lt;br /&gt;
!Type &lt;br /&gt;
|Label that is used throughout all other XML files&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Prerequisites===&lt;br /&gt;
&lt;br /&gt;
These tags &#039;&#039;must&#039;&#039; be included when writing new entries, or the game will crash or otherwise malfunction.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:left&amp;quot; cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Tag Name&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
!TechPrereq&lt;br /&gt;
|Either NONE, or the technology that you need to adopt this civic. &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;
!Civilopedia&lt;br /&gt;
|As above for the Civiliopedia entry.&lt;br /&gt;
|-&lt;br /&gt;
!Description&lt;br /&gt;
|Either text or a key from the text files. The name of this civic.&lt;br /&gt;
|-&lt;br /&gt;
!Strategy&lt;br /&gt;
|As above for the Sid&#039;s Tips, also displayed above the Civilopedia entry.&lt;br /&gt;
|-&lt;br /&gt;
!WeLoveTheKing&lt;br /&gt;
|As above, for the text shown when a city is on &amp;quot;We Love The King day&amp;quot;.&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;
!iAIWeight&lt;br /&gt;
|Modifies the AI preference for this civic.&lt;br /&gt;
|-&lt;br /&gt;
!iAnarchyLength&lt;br /&gt;
|A weight that affect the anarchy length when switching to this civic.&lt;br /&gt;
|-&lt;br /&gt;
!iBaseFreeMilitaryUnits&lt;br /&gt;
|Specifies how many military units don&#039;t need maintainance.&lt;br /&gt;
|-&lt;br /&gt;
!iBaseFreeUnits&lt;br /&gt;
|Specifies how many units don&#039;t need maintainance.&lt;br /&gt;
|-&lt;br /&gt;
!iCivicPercentAnger&lt;br /&gt;
|A weight for unhappiness in every city of the empire, per every known civilization that is adopting this civic while you aren&#039;t.&lt;br /&gt;
|-&lt;br /&gt;
!iCorporationMaintenanceModifier&lt;br /&gt;
|Modifies the corporations maintainance cost.&lt;br /&gt;
|-&lt;br /&gt;
!iDistanceMaintenanceModifier&lt;br /&gt;
|Modifies the city maintainance cost by distance.&lt;br /&gt;
|-&lt;br /&gt;
!iDomesticGreatGeneralRateModifier&lt;br /&gt;
|Sets the bonus to Great General points generation inside your borders.&lt;br /&gt;
|-&lt;br /&gt;
!iExpInBorderModifier&lt;br /&gt;
|Modifies the experience a unit gains inside his borders.&lt;br /&gt;
|-&lt;br /&gt;
!iExtraHealth&lt;br /&gt;
|Health bonus/malus for every city.&lt;br /&gt;
|-&lt;br /&gt;
!iFreeExperience&lt;br /&gt;
|Bonus experience for new military units.&lt;br /&gt;
|-&lt;br /&gt;
!iFreeMilitaryUnitsPopulationPercent&lt;br /&gt;
|Specifies how many extra military units (based on population) don&#039;t need maintainance.&lt;br /&gt;
|-&lt;br /&gt;
!iFreeSpecialist&lt;br /&gt;
|The number of free specialists in every city of the empire.&lt;br /&gt;
|-&lt;br /&gt;
!iFreeUnitsPopulationPercent&lt;br /&gt;
|Specifies how many extra units (based on population) don&#039;t need maintainance.&lt;br /&gt;
|-&lt;br /&gt;
!iGoldPerMilitaryUnit&lt;br /&gt;
|Specifies the maintainance cost for military units.&lt;br /&gt;
|-&lt;br /&gt;
!iGoldPerUnit&lt;br /&gt;
|Specifies the maintainance cost for units.&lt;br /&gt;
|-&lt;br /&gt;
!iGreatGeneralRateModifier&lt;br /&gt;
|Sets the bonus to Great General points generation.&lt;br /&gt;
|-&lt;br /&gt;
!iGreatPeopleRateModifier&lt;br /&gt;
|Sets the bonus to Great People points generation.&lt;br /&gt;
|-&lt;br /&gt;
!iHappyPerMilitaryUnit&lt;br /&gt;
|Specifies if military units in cities generate happy faces, and how many of them.&lt;br /&gt;
|-&lt;br /&gt;
!iImprovementUpgradeRateModifier&lt;br /&gt;
|Modifies the improvement upgrade speed (like when a cottage grows to an hamlet).&lt;br /&gt;
|-&lt;br /&gt;
!iLargestCityHappiness&lt;br /&gt;
|The number of extra happy faces for the largest cities of the empire.&lt;br /&gt;
|-&lt;br /&gt;
!iMaxConscript&lt;br /&gt;
|Specifies if a player can draft units, and how many of them each turn.&lt;br /&gt;
|-&lt;br /&gt;
!iMilitaryProductionModifier&lt;br /&gt;
|Modifies the military units production.&lt;br /&gt;
|-&lt;br /&gt;
!iNonStateReligionHappiness&lt;br /&gt;
|The number of extra happy faces for every religion in your cities.&lt;br /&gt;
|-&lt;br /&gt;
!iNumCitiesMaintenanceModifier&lt;br /&gt;
|Modifies the city maintainance cost by number of cities.&lt;br /&gt;
|-&lt;br /&gt;
!iStateReligionBuildingProductionModifier&lt;br /&gt;
|Modifies the production for buildings, in cities with the state religion.&lt;br /&gt;
|-&lt;br /&gt;
!iStateReligionFreeExperience&lt;br /&gt;
|Bonus experience for new military units, in cities with the state religion.&lt;br /&gt;
|-&lt;br /&gt;
!iStateReligionGreatPeopleRateModifier&lt;br /&gt;
|Sets the bonus to Great People points generation, in cities with the state religion.&lt;br /&gt;
|-&lt;br /&gt;
!iStateReligionHappiness&lt;br /&gt;
|The number of extra happy faces in cities with the state religion.&lt;br /&gt;
|-&lt;br /&gt;
!iStateReligionUnitProductionModifier&lt;br /&gt;
|Modifies the production for units, in cities with the state religion.&lt;br /&gt;
|-&lt;br /&gt;
!iTradeRoutes&lt;br /&gt;
|The number of extra trade routes in every city of the empire.&lt;br /&gt;
|-&lt;br /&gt;
!iWarWearinessModifier&lt;br /&gt;
|Modifies the war weariness in every city of the empire.&lt;br /&gt;
|-&lt;br /&gt;
!iWorkerSpeedModifier&lt;br /&gt;
|Modifies the work rate for workers.&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;
!bBuildingOnlyHealthy&lt;br /&gt;
|Specifies if buildings don&#039;t contribute to unhealthy in the cities.&lt;br /&gt;
|-&lt;br /&gt;
!bMilitaryFoodProduction&lt;br /&gt;
|Specifies if cities can convert food into production (like when building a settler).&lt;br /&gt;
|-&lt;br /&gt;
!bNoCorporations&lt;br /&gt;
|Specifies if corporations are forbidden (cannot be found or spread, don&#039;t have any effect).&lt;br /&gt;
|-&lt;br /&gt;
!bNoForeignCorporations&lt;br /&gt;
|Specifies if foreign corporations cannot have any effect.&lt;br /&gt;
|-&lt;br /&gt;
!bNoForeignTrade&lt;br /&gt;
|Specifies if foreign trade routes are forbidden.&lt;br /&gt;
|-&lt;br /&gt;
!bNoNonStateReligionSpread&lt;br /&gt;
|Specifies if non-state religions cannot spread in your cities.&lt;br /&gt;
|-&lt;br /&gt;
!bStateReligion&lt;br /&gt;
|Allows to adopt a state religion. If you switch to a civic that doesn&#039;t allow a state religion, you will be automatically switched to &amp;quot;No state religion&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
!bNoUnhealthyPopulation&lt;br /&gt;
|Specifies if population don&#039;t contribute to unhealthy in the cities.&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;
!BuildingHappinessChanges&lt;br /&gt;
|Specifies which buildings provide extra happy faces.&lt;br /&gt;
|-&lt;br /&gt;
!BuildingHealthChanges&lt;br /&gt;
|Specifies which buildings provide extra health.&lt;br /&gt;
|-&lt;br /&gt;
!CapitalCommerceModifiers&lt;br /&gt;
|Modifies the commerce output in the capital (+n%) (respectively, for gold, research, culture, espionage)&lt;br /&gt;
|-&lt;br /&gt;
!CapitalYieldModifiers&lt;br /&gt;
|Modifies the yield in the capital (+n%) (respectively, for food, production, commerce)&lt;br /&gt;
|-&lt;br /&gt;
!CommerceModifiers&lt;br /&gt;
|Modifies the commerce output in all your cities (+n%) (respectively, for gold, research, culture, espionage)&lt;br /&gt;
|-&lt;br /&gt;
!FeatureHappinessChanges&lt;br /&gt;
|Specifies which land features provide extra happiness if they are in the Big Fat Cross of a city.&lt;br /&gt;
|-&lt;br /&gt;
!Hurrys&lt;br /&gt;
|Specifies the methods that can be used to rush a production (rush with gold, rush with people)&lt;br /&gt;
|-&lt;br /&gt;
!ImprovementYieldChanges&lt;br /&gt;
|Specifies which improvements provide extra yield (respectively, food, production, commerce)&lt;br /&gt;
|-&lt;br /&gt;
!SpecialBuildingNotRequireds&lt;br /&gt;
|Specifies which special buildings are no longer a prerequisite (like when monasteries are no longer needed to train missionaries).&lt;br /&gt;
|-&lt;br /&gt;
!SpecialistExtraCommerces&lt;br /&gt;
|Extra commerce for each specialist (respectively, gold, research, culture, espionage)&lt;br /&gt;
|-&lt;br /&gt;
!SpecialistValids&lt;br /&gt;
|Specifies which specialists can be used with no limits (like when in Caste System).&lt;br /&gt;
|-&lt;br /&gt;
!TradeYieldModifiers&lt;br /&gt;
|Modifies the yield of trade routes in all your cities (+n%) (respectively, for food, production, commerce)&lt;br /&gt;
|-&lt;br /&gt;
!YieldModifiers&lt;br /&gt;
|Modifies the yield in all your cities (+n%) (respectively, for food, production, commerce)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
&lt;br /&gt;
These tags &#039;&#039;must&#039;&#039; be included when writing new entries, or the game will crash or otherwise malfunction.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:left&amp;quot; cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Tag Name&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
!Upkeep&lt;br /&gt;
|From the Civ4UpkeepInfo file. Sets the civic maintainance cost.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Art===&lt;br /&gt;
&lt;br /&gt;
These tags are directly related to the rendering of art for the entry.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:left&amp;quot; cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Tag Name&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
!Button&lt;br /&gt;
|The path of the dds file that contains the image for this civic.&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;CivicInfo&amp;gt;&lt;br /&gt;
   &amp;lt;CivicOptionType&amp;gt;CIVICOPTION_ECONOMY&amp;lt;/CivicOptionType&amp;gt;&lt;br /&gt;
   &amp;lt;Type&amp;gt;CIVIC_ENVIRONMENTALISM&amp;lt;/Type&amp;gt;&lt;br /&gt;
   &amp;lt;Description&amp;gt;TXT_KEY_CIVIC_ENVIRONMENTALISM&amp;lt;/Description&amp;gt;&lt;br /&gt;
   &amp;lt;Civilopedia&amp;gt;TXT_KEY_CIVIC_ENVIRONMENTALISM_PEDIA&amp;lt;/Civilopedia&amp;gt;&lt;br /&gt;
   &amp;lt;Strategy&amp;gt;TXT_KEY_CIVIC_ENVIRONMENTALISM_STRATEGY&amp;lt;/Strategy&amp;gt;&lt;br /&gt;
   &amp;lt;Button&amp;gt;,Art/Interface/Buttons/Civics/Environmentalism.dds,Art/Interface/Buttons/Civics_Civilizations_Religions_Atlas.dds,7,1&amp;lt;/Button&amp;gt;&lt;br /&gt;
   &amp;lt;TechPrereq&amp;gt;TECH_MEDICINE&amp;lt;/TechPrereq&amp;gt;&lt;br /&gt;
   &amp;lt;iAnarchyLength&amp;gt;1&amp;lt;/iAnarchyLength&amp;gt;&lt;br /&gt;
   &amp;lt;Upkeep&amp;gt;UPKEEP_MEDIUM&amp;lt;/Upkeep&amp;gt;&lt;br /&gt;
   &amp;lt;iAIWeight&amp;gt;0&amp;lt;/iAIWeight&amp;gt;&lt;br /&gt;
   &amp;lt;iGreatPeopleRateModifier&amp;gt;0&amp;lt;/iGreatPeopleRateModifier&amp;gt;&lt;br /&gt;
   &amp;lt;iGreatGeneralRateModifier&amp;gt;0&amp;lt;/iGreatGeneralRateModifier&amp;gt;&lt;br /&gt;
   &amp;lt;iDomesticGreatGeneralRateModifier&amp;gt;0&amp;lt;/iDomesticGreatGeneralRateModifier&amp;gt;&lt;br /&gt;
   &amp;lt;iStateReligionGreatPeopleRateModifier&amp;gt;0&amp;lt;/iStateReligionGreatPeopleRateModifier&amp;gt;&lt;br /&gt;
   &amp;lt;iDistanceMaintenanceModifier&amp;gt;0&amp;lt;/iDistanceMaintenanceModifier&amp;gt;&lt;br /&gt;
   &amp;lt;iNumCitiesMaintenanceModifier&amp;gt;0&amp;lt;/iNumCitiesMaintenanceModifier&amp;gt;&lt;br /&gt;
   &amp;lt;iCorporationMaintenanceModifier&amp;gt;25&amp;lt;/iCorporationMaintenanceModifier&amp;gt;&lt;br /&gt;
   &amp;lt;iExtraHealth&amp;gt;6&amp;lt;/iExtraHealth&amp;gt;&lt;br /&gt;
   &amp;lt;iFreeExperience&amp;gt;0&amp;lt;/iFreeExperience&amp;gt;&lt;br /&gt;
   &amp;lt;iWorkerSpeedModifier&amp;gt;0&amp;lt;/iWorkerSpeedModifier&amp;gt;&lt;br /&gt;
   &amp;lt;iImprovementUpgradeRateModifier&amp;gt;0&amp;lt;/iImprovementUpgradeRateModifier&amp;gt;&lt;br /&gt;
   &amp;lt;iMilitaryProductionModifier&amp;gt;0&amp;lt;/iMilitaryProductionModifier&amp;gt;&lt;br /&gt;
   &amp;lt;iBaseFreeUnits&amp;gt;0&amp;lt;/iBaseFreeUnits&amp;gt;&lt;br /&gt;
   &amp;lt;iBaseFreeMilitaryUnits&amp;gt;0&amp;lt;/iBaseFreeMilitaryUnits&amp;gt;&lt;br /&gt;
   &amp;lt;iFreeUnitsPopulationPercent&amp;gt;0&amp;lt;/iFreeUnitsPopulationPercent&amp;gt;&lt;br /&gt;
   &amp;lt;iFreeMilitaryUnitsPopulationPercent&amp;gt;0&amp;lt;/iFreeMilitaryUnitsPopulationPercent&amp;gt;&lt;br /&gt;
   &amp;lt;iGoldPerUnit&amp;gt;0&amp;lt;/iGoldPerUnit&amp;gt;&lt;br /&gt;
   &amp;lt;iGoldPerMilitaryUnit&amp;gt;0&amp;lt;/iGoldPerMilitaryUnit&amp;gt;&lt;br /&gt;
   &amp;lt;iHappyPerMilitaryUnit&amp;gt;0&amp;lt;/iHappyPerMilitaryUnit&amp;gt;&lt;br /&gt;
   &amp;lt;bMilitaryFoodProduction&amp;gt;0&amp;lt;/bMilitaryFoodProduction&amp;gt;&lt;br /&gt;
   &amp;lt;iMaxConscript&amp;gt;0&amp;lt;/iMaxConscript&amp;gt;&lt;br /&gt;
   &amp;lt;bNoUnhealthyPopulation&amp;gt;0&amp;lt;/bNoUnhealthyPopulation&amp;gt;&lt;br /&gt;
   &amp;lt;iExpInBorderModifier&amp;gt;0&amp;lt;/iExpInBorderModifier&amp;gt;&lt;br /&gt;
   &amp;lt;bBuildingOnlyHealthy&amp;gt;0&amp;lt;/bBuildingOnlyHealthy&amp;gt;&lt;br /&gt;
   &amp;lt;iLargestCityHappiness&amp;gt;0&amp;lt;/iLargestCityHappiness&amp;gt;&lt;br /&gt;
   &amp;lt;iWarWearinessModifier&amp;gt;0&amp;lt;/iWarWearinessModifier&amp;gt;&lt;br /&gt;
   &amp;lt;iFreeSpecialist&amp;gt;0&amp;lt;/iFreeSpecialist&amp;gt;&lt;br /&gt;
   &amp;lt;iTradeRoutes&amp;gt;0&amp;lt;/iTradeRoutes&amp;gt;&lt;br /&gt;
   &amp;lt;bNoForeignTrade&amp;gt;0&amp;lt;/bNoForeignTrade&amp;gt;&lt;br /&gt;
   &amp;lt;bNoCorporations&amp;gt;0&amp;lt;/bNoCorporations&amp;gt;&lt;br /&gt;
   &amp;lt;bNoForeignCorporations&amp;gt;0&amp;lt;/bNoForeignCorporations&amp;gt;&lt;br /&gt;
   &amp;lt;iCivicPercentAnger&amp;gt;0&amp;lt;/iCivicPercentAnger&amp;gt;&lt;br /&gt;
   &amp;lt;bStateReligion&amp;gt;0&amp;lt;/bStateReligion&amp;gt;&lt;br /&gt;
   &amp;lt;bNoNonStateReligionSpread&amp;gt;0&amp;lt;/bNoNonStateReligionSpread&amp;gt;&lt;br /&gt;
   &amp;lt;iStateReligionHappiness&amp;gt;0&amp;lt;/iStateReligionHappiness&amp;gt;&lt;br /&gt;
   &amp;lt;iNonStateReligionHappiness&amp;gt;0&amp;lt;/iNonStateReligionHappiness&amp;gt;&lt;br /&gt;
   &amp;lt;iStateReligionUnitProductionModifier&amp;gt;0&amp;lt;/iStateReligionUnitProductionModifier&amp;gt;&lt;br /&gt;
   &amp;lt;iStateReligionBuildingProductionModifier&amp;gt;0&amp;lt;/iStateReligionBuildingProductionModifier&amp;gt;&lt;br /&gt;
   &amp;lt;iStateReligionFreeExperience&amp;gt;0&amp;lt;/iStateReligionFreeExperience&amp;gt;&lt;br /&gt;
   &amp;lt;YieldModifiers/&amp;gt;&lt;br /&gt;
   &amp;lt;CapitalYieldModifiers/&amp;gt;&lt;br /&gt;
   &amp;lt;TradeYieldModifiers/&amp;gt;&lt;br /&gt;
   &amp;lt;CommerceModifiers/&amp;gt;&lt;br /&gt;
   &amp;lt;CapitalCommerceModifiers/&amp;gt;&lt;br /&gt;
   &amp;lt;SpecialistExtraCommerces/&amp;gt;&lt;br /&gt;
   &amp;lt;Hurrys/&amp;gt;&lt;br /&gt;
   &amp;lt;SpecialBuildingNotRequireds/&amp;gt;&lt;br /&gt;
   &amp;lt;SpecialistValids/&amp;gt;&lt;br /&gt;
   &amp;lt;BuildingHappinessChanges/&amp;gt;&lt;br /&gt;
   &amp;lt;BuildingHealthChanges&amp;gt;&lt;br /&gt;
    &amp;lt;BuildingHealthChange&amp;gt;&lt;br /&gt;
     &amp;lt;BuildingType&amp;gt;BUILDINGCLASS_PUBLIC_TRANSPORTATION&amp;lt;/BuildingType&amp;gt;&lt;br /&gt;
     &amp;lt;iHealthChange&amp;gt;2&amp;lt;/iHealthChange&amp;gt;&lt;br /&gt;
    &amp;lt;/BuildingHealthChange&amp;gt;&lt;br /&gt;
   &amp;lt;/BuildingHealthChanges&amp;gt;&lt;br /&gt;
   &amp;lt;FeatureHappinessChanges/&amp;gt;&lt;br /&gt;
   &amp;lt;ImprovementYieldChanges&amp;gt;&lt;br /&gt;
    &amp;lt;ImprovementYieldChange&amp;gt;&lt;br /&gt;
     &amp;lt;ImprovementType&amp;gt;IMPROVEMENT_FOREST_PRESERVE&amp;lt;/ImprovementType&amp;gt;&lt;br /&gt;
     &amp;lt;ImprovementYields&amp;gt;&lt;br /&gt;
      &amp;lt;iYield&amp;gt;0&amp;lt;/iYield&amp;gt;&lt;br /&gt;
      &amp;lt;iYield&amp;gt;0&amp;lt;/iYield&amp;gt;&lt;br /&gt;
      &amp;lt;iYield&amp;gt;2&amp;lt;/iYield&amp;gt;&lt;br /&gt;
     &amp;lt;/ImprovementYields&amp;gt;&lt;br /&gt;
    &amp;lt;/ImprovementYieldChange&amp;gt;&lt;br /&gt;
    &amp;lt;ImprovementYieldChange&amp;gt;&lt;br /&gt;
     &amp;lt;ImprovementType&amp;gt;IMPROVEMENT_WINDMILL&amp;lt;/ImprovementType&amp;gt;&lt;br /&gt;
     &amp;lt;ImprovementYields&amp;gt;&lt;br /&gt;
      &amp;lt;iYield&amp;gt;0&amp;lt;/iYield&amp;gt;&lt;br /&gt;
      &amp;lt;iYield&amp;gt;0&amp;lt;/iYield&amp;gt;&lt;br /&gt;
      &amp;lt;iYield&amp;gt;2&amp;lt;/iYield&amp;gt;&lt;br /&gt;
     &amp;lt;/ImprovementYields&amp;gt;&lt;br /&gt;
    &amp;lt;/ImprovementYieldChange&amp;gt;&lt;br /&gt;
   &amp;lt;/ImprovementYieldChanges&amp;gt;&lt;br /&gt;
   &amp;lt;WeLoveTheKing/&amp;gt;&lt;br /&gt;
  &amp;lt;/CivicInfo&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Civ4_XML_Files}}&lt;/div&gt;</summary>
		<author><name>Topsecret</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=CivFanatics_Wiki:Community_Portal&amp;diff=2231</id>
		<title>CivFanatics Wiki:Community Portal</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=CivFanatics_Wiki:Community_Portal&amp;diff=2231"/>
		<updated>2010-04-27T20:16:32Z</updated>

		<summary type="html">&lt;p&gt;Topsecret: Created page with &amp;#039;[http://www.civfanatics.com Civfanatics]&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://www.civfanatics.com Civfanatics]&lt;/div&gt;</summary>
		<author><name>Topsecret</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Civ4ImprovementInfos&amp;diff=1965</id>
		<title>Civ4ImprovementInfos</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Civ4ImprovementInfos&amp;diff=1965"/>
		<updated>2010-04-19T16:46:21Z</updated>

		<summary type="html">&lt;p&gt;Topsecret: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Civ4ImprovementInfos&#039;&#039;&#039; file defines all of the Civilization&#039;s improvements as well as their effects, like providing extra food, production or commerce.&lt;br /&gt;
&lt;br /&gt;
All tags must be opened and closed; the first is the &amp;quot;open&amp;quot;, the second the &amp;quot;close&amp;quot; tag. If nothing goes inside a &amp;quot;list tag&amp;quot;, then it should just be the opening tag with a &amp;quot;/&amp;quot; before the closing bracket. The following tables contain all available tags, as well as their purpose and accepted values. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;This page is missing information.&lt;br /&gt;
Do not remove this notice until it is complete.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tags==&lt;br /&gt;
===Text===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:left&amp;quot; cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Tag Name&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
|The internal name of this Improvement. &lt;br /&gt;
|-&lt;br /&gt;
!Description&lt;br /&gt;
|A reference to the text files, which contain an entry for this resource. &lt;br /&gt;
|-&lt;br /&gt;
!Civilopedia &lt;br /&gt;
|Refers to a tag in the Civ4GameText file which stores the Civilopedia description for the Improvement.&lt;br /&gt;
|-&lt;br /&gt;
!ArtDefineTag&lt;br /&gt;
|Refers to a tag in the Civ4ArtDefines Improvement files&lt;br /&gt;
|-&lt;br /&gt;
!WorldSoundscapeAudioScript&lt;br /&gt;
|Refers to the Audiodefines file for the ambient background music that is played when the tile is on screen.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Integers===&lt;br /&gt;
&lt;br /&gt;
All of these tags have a numerical value.  Though it sometimes can be negative, it usually is not.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:left&amp;quot; cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Tag Name&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
!iTilesPerGoody&lt;br /&gt;
|States how many tiles must exist per goody hut generated. (E.g If the value is 40, for every fourty tiles in game, one goody hut is placed.)&lt;br /&gt;
|-&lt;br /&gt;
!iGoodyRange&lt;br /&gt;
|The minimum distance between goody huts&lt;br /&gt;
|-&lt;br /&gt;
!iFeatureGrowth&lt;br /&gt;
|Chance for spreading local terrain feature (aka Forest) to adjacent plots. Mechanic unknown, but higher means faster.&lt;br /&gt;
|-&lt;br /&gt;
!iUpgradeTime&lt;br /&gt;
|The time in turns that is needed on standard gamespeed until it upgrades to another improvement&lt;br /&gt;
|-&lt;br /&gt;
!iAirBombDefense&lt;br /&gt;
|The defence of this improvement against attacks by air units. (it seems that if the strength of the air unit is equal to the airbombdefense, there is a 50-50 chance that it get´s destroyed on attack.)&lt;br /&gt;
|-&lt;br /&gt;
!iDefenseModifier&lt;br /&gt;
|The defence percentage added to all units on the tile of the improvement&lt;br /&gt;
|-&lt;br /&gt;
!iHappiness&lt;br /&gt;
|The Happiness modifier that the improvement provides to the nearest city.&lt;br /&gt;
|-&lt;br /&gt;
!iPillageGold&lt;br /&gt;
|the base gold value that a unit get´s if this improvement is pillaged&lt;br /&gt;
|-&lt;br /&gt;
!iDiscoverRand&lt;br /&gt;
|The chance that the resource will be discovered on the improvement plot. (A percentage?)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Boolean===&lt;br /&gt;
&lt;br /&gt;
All of these can either be 1 (on, or true) or 0 (off, or false).  Be careful, as you can wind up with a double-negative, which the game will interpret as &amp;quot;True&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:left&amp;quot; cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Tag Name&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
!bHillsMakesValid&lt;br /&gt;
|If true, the improvement always can be built on a hill, regardless of anything else. (0 = false, 1 = true)&lt;br /&gt;
|-&lt;br /&gt;
!bFreshWaterMakesValid&lt;br /&gt;
|If true, the improvement always can be built next to a river or a lake.&lt;br /&gt;
|-&lt;br /&gt;
!bRiverSideMakesValid&lt;br /&gt;
|If true, the improvement always can be built next to a river.&lt;br /&gt;
|-&lt;br /&gt;
!bRequiresIrrigation&lt;br /&gt;
|if true, the improvement needs an irrigated tile next to it before it can be built.&lt;br /&gt;
|-&lt;br /&gt;
!bCarriesIrrigation&lt;br /&gt;
|If true, the improvement will count as irrigated so you can irrigate tiles next to it.&lt;br /&gt;
|-&lt;br /&gt;
!bRequiresFeature&lt;br /&gt;
|If true, the improvement needs the specified feature existing or it will be removed.&lt;br /&gt;
|-&lt;br /&gt;
!bWater&lt;br /&gt;
|If true, the improvement needs water to be built on.&lt;br /&gt;
|-&lt;br /&gt;
!bGoody&lt;br /&gt;
|if true, the improvement acts as a goody hut.&lt;br /&gt;
|-&lt;br /&gt;
!bPermanent&lt;br /&gt;
|If true, the improvement cannot be destroyed.&lt;br /&gt;
|-&lt;br /&gt;
!bGraphicalOnly&lt;br /&gt;
|If true, the improvement is simply a graphic added to the map.  Used for the land/water worked improvements.&lt;br /&gt;
|-&lt;br /&gt;
!bUseLSystem&lt;br /&gt;
|Uses the L system,a art file,and is always 1.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Lists (Multi-line)===&lt;br /&gt;
&lt;br /&gt;
All List tags consist of an opening/closing tag, which is shown here, and then each entry within it is another tag with the same name as the parent tag, minus the &amp;quot;s&amp;quot; (i.e. singular, rather than plural).&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:left&amp;quot; cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Tag Name&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
!PrereqNatureYields&lt;br /&gt;
|The amount of food, production, commerce that already has to be on the tile before the improvement can be built there. (note that a river adds one commerce and that a forest adds one production.)&lt;br /&gt;
|-&lt;br /&gt;
!YieldChanges&lt;br /&gt;
|The food, production, commerce changes that occur if this improvement has been built on a tile&lt;br /&gt;
|-&lt;br /&gt;
!TerrainMakesValid&lt;br /&gt;
|The specified terrain types on which this improvement can be built&lt;br /&gt;
|-&lt;br /&gt;
!FeatureMakesValid&lt;br /&gt;
|The specified feature types on which this improvement can be built&lt;br /&gt;
|-&lt;br /&gt;
!BonusTypeStructs&lt;br /&gt;
|The bonus resource(s) that allows the improvement to be built upon&lt;br /&gt;
|-&lt;br /&gt;
!ImprovementPillage&lt;br /&gt;
|If the improvement is pillaged, this lists what it is downgraded to. (Ex. A pillaged Cottage downgrades to a Hamlet.)&lt;br /&gt;
|-&lt;br /&gt;
!ImprovementUpgrade&lt;br /&gt;
|The improvement to which this one is upgraded after the iUpgradeTime is passed.&lt;br /&gt;
|-&lt;br /&gt;
!TechYieldChanges&lt;br /&gt;
|Food, production, commerce changes for the improvement after the specified tech has been researched.&lt;br /&gt;
|-&lt;br /&gt;
!RouteYieldChanges&lt;br /&gt;
|Food, production, commerce changes if a road or railroad was built on the improvement tile&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
&lt;br /&gt;
In the following example of code, please note that there is a specific order of all of the tags.  You &#039;&#039;must&#039;&#039; list the tags in this order for the game to properly interpret your file.&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;ImprovementInfo&amp;gt;&lt;br /&gt;
   &amp;lt;Type&amp;gt;IMPROVEMENT_FARM&amp;lt;/Type&amp;gt;&lt;br /&gt;
   &amp;lt;Description&amp;gt;TXT_KEY_IMPROVEMENT_FARM&amp;lt;/Description&amp;gt;&lt;br /&gt;
   &amp;lt;Civilopedia&amp;gt;TXT_KEY_IMPROVEMENT_FARM_PEDIA&amp;lt;/Civilopedia&amp;gt;&lt;br /&gt;
   &amp;lt;ArtDefineTag&amp;gt;ART_DEF_IMPROVEMENT_FARM&amp;lt;/ArtDefineTag&amp;gt;&lt;br /&gt;
    &amp;lt;PrereqNatureYields&amp;gt;&lt;br /&gt;
     &amp;lt;iYield&amp;gt;1&amp;lt;/iYield&amp;gt;&lt;br /&gt;
     &amp;lt;iYield&amp;gt;0&amp;lt;/iYield&amp;gt;&lt;br /&gt;
     &amp;lt;iYield&amp;gt;0&amp;lt;/iYield&amp;gt;&lt;br /&gt;
    &amp;lt;/PrereqNatureYields&amp;gt;&lt;br /&gt;
   &amp;lt;IrrigatedYieldChange&amp;gt;&lt;br /&gt;
    &amp;lt;iYield&amp;gt;1&amp;lt;/iYield&amp;gt;&lt;br /&gt;
    &amp;lt;iYield&amp;gt;0&amp;lt;/iYield&amp;gt;&lt;br /&gt;
    &amp;lt;iYield&amp;gt;0&amp;lt;/iYield&amp;gt;&lt;br /&gt;
   &amp;lt;/IrrigatedYieldChange&amp;gt;&lt;br /&gt;
   &amp;lt;bHillsMakesValid&amp;gt;0&amp;lt;/bHillsMakesValid&amp;gt;&lt;br /&gt;
   &amp;lt;bFreshWaterMakesValid&amp;gt;1&amp;lt;/bFreshWaterMakesValid&amp;gt;&lt;br /&gt;
   &amp;lt;bRiverSideMakesValid&amp;gt;0&amp;lt;/bRiverSideMakesValid&amp;gt;&lt;br /&gt;
   &amp;lt;bNoFreshWater&amp;gt;0&amp;lt;/bNoFreshWater&amp;gt;&lt;br /&gt;
   &amp;lt;bRequiresFlatlands&amp;gt;1&amp;lt;/bRequiresFlatlands&amp;gt;&lt;br /&gt;
   &amp;lt;bRequiresRiverSide&amp;gt;0&amp;lt;/bRequiresRiverSide&amp;gt;&lt;br /&gt;
   &amp;lt;bRequiresIrrigation&amp;gt;1&amp;lt;/bRequiresIrrigation&amp;gt;&lt;br /&gt;
   &amp;lt;bCarriesIrrigation&amp;gt;1&amp;lt;/bCarriesIrrigation&amp;gt;&lt;br /&gt;
   &amp;lt;bRequiresFeature&amp;gt;0&amp;lt;/bRequiresFeature&amp;gt;&lt;br /&gt;
   &amp;lt;bWater&amp;gt;0&amp;lt;/bWater&amp;gt;&lt;br /&gt;
   &amp;lt;bGoody&amp;gt;0&amp;lt;/bGoody&amp;gt;&lt;br /&gt;
   &amp;lt;bPermanent&amp;gt;0&amp;lt;/bPermanent&amp;gt;&lt;br /&gt;
   &amp;lt;bUseLSystem&amp;gt;1&amp;lt;/bUseLSystem&amp;gt;&lt;br /&gt;
   &amp;lt;iTilesPerGoody&amp;gt;0&amp;lt;/iTilesPerGoody&amp;gt;&lt;br /&gt;
   &amp;lt;iGoodyRange&amp;gt;0&amp;lt;/iGoodyRange&amp;gt;&lt;br /&gt;
   &amp;lt;iUpgradeTime&amp;gt;0&amp;lt;/iUpgradeTime&amp;gt;&lt;br /&gt;
   &amp;lt;iAirBombDefense&amp;gt;5&amp;lt;/iAirBombDefense&amp;gt;&lt;br /&gt;
   &amp;lt;iDefenseModifier&amp;gt;0&amp;lt;/iDefenseModifier&amp;gt;&lt;br /&gt;
   &amp;lt;iHappiness&amp;gt;0&amp;lt;/iHappiness&amp;gt;&lt;br /&gt;
   &amp;lt;iPillageGold&amp;gt;5&amp;lt;/iPillageGold&amp;gt;&lt;br /&gt;
   &amp;lt;TerrainMakesValids&amp;gt;&lt;br /&gt;
    &amp;lt;TerrainMakesValid&amp;gt;&lt;br /&gt;
     &amp;lt;TerrainType&amp;gt;TERRAIN_GRASS&amp;lt;/TerrainType&amp;gt;&lt;br /&gt;
     &amp;lt;bMakesValid&amp;gt;1&amp;lt;/bMakesValid&amp;gt;&lt;br /&gt;
    &amp;lt;/TerrainMakesValid&amp;gt;&lt;br /&gt;
    &amp;lt;TerrainMakesValid&amp;gt;&lt;br /&gt;
    &amp;lt;TerrainType&amp;gt;TERRAIN_PLAINS&amp;lt;/TerrainType&amp;gt;&lt;br /&gt;
    &amp;lt;bMakesValid&amp;gt;1&amp;lt;/bMakesValid&amp;gt;&lt;br /&gt;
    &amp;lt;/TerrainMakesValid&amp;gt;&lt;br /&gt;
   &amp;lt;/TerrainMakesValids&amp;gt;&lt;br /&gt;
   &amp;lt;FeatureMakesValids/&amp;gt;&lt;br /&gt;
   &amp;lt;BonusTypeStructs&amp;gt;&lt;br /&gt;
    &amp;lt;BonusTypeStruct&amp;gt;&lt;br /&gt;
      &amp;lt;BonusType&amp;gt;BONUS_CORN&amp;lt;/BonusType&amp;gt;&lt;br /&gt;
      &amp;lt;bBonusMakesValid&amp;gt;1&amp;lt;/bBonusMakesValid&amp;gt;&lt;br /&gt;
      &amp;lt;bBonusTrade&amp;gt;1&amp;lt;/bBonusTrade&amp;gt;&lt;br /&gt;
      &amp;lt;iDiscoverRand&amp;gt;0&amp;lt;/iDiscoverRand&amp;gt;&lt;br /&gt;
     &amp;lt;YieldChanges&amp;gt;&lt;br /&gt;
      &amp;lt;iYieldChange&amp;gt;2&amp;lt;/iYieldChange&amp;gt;&lt;br /&gt;
      &amp;lt;iYieldChange&amp;gt;0&amp;lt;/iYieldChange&amp;gt;&lt;br /&gt;
     &amp;lt;iYieldChange&amp;gt;0&amp;lt;/iYieldChange&amp;gt;&lt;br /&gt;
    &amp;lt;/YieldChanges&amp;gt;&lt;br /&gt;
    &amp;lt;/BonusTypeStruct&amp;gt;&lt;br /&gt;
   &amp;lt;/BonusTypeStructs&amp;gt;&lt;br /&gt;
   &amp;lt;ImprovementPillage/&amp;gt;&lt;br /&gt;
   &amp;lt;ImprovementUpgrade/&amp;gt;&lt;br /&gt;
   &amp;lt;TechYieldChanges&amp;gt;&lt;br /&gt;
    &amp;lt;TechYieldChange&amp;gt;&lt;br /&gt;
     &amp;lt;PrereqTech&amp;gt;TECH_BIOLOGY&amp;lt;/PrereqTech&amp;gt;&lt;br /&gt;
     &amp;lt;TechYields&amp;gt;&lt;br /&gt;
      &amp;lt;iYield&amp;gt;1&amp;lt;/iYield&amp;gt;&lt;br /&gt;
      &amp;lt;iYield&amp;gt;0&amp;lt;/iYield&amp;gt;&lt;br /&gt;
      &amp;lt;iYield&amp;gt;0&amp;lt;/iYield&amp;gt;&lt;br /&gt;
     &amp;lt;/TechYields&amp;gt;&lt;br /&gt;
    &amp;lt;/TechYieldChange&amp;gt;&lt;br /&gt;
   &amp;lt;/TechYieldChanges&amp;gt;&lt;br /&gt;
   &amp;lt;RouteYieldChanges/&amp;gt;&lt;br /&gt;
   &amp;lt;bGraphicalOnly&amp;gt;0&amp;lt;/bGraphicalOnly&amp;gt;&lt;br /&gt;
  &amp;lt;/ImprovementInfo&amp;gt;&lt;br /&gt;
{{Civ4_XML_Files}}&lt;/div&gt;</summary>
		<author><name>Topsecret</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Talk:Civ4FeatureInfos&amp;diff=1603</id>
		<title>Talk:Civ4FeatureInfos</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Talk:Civ4FeatureInfos&amp;diff=1603"/>
		<updated>2010-04-05T18:54:42Z</updated>

		<summary type="html">&lt;p&gt;Topsecret: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
What is onUnitChangeTo ?&lt;br /&gt;
by topsecret&lt;/div&gt;</summary>
		<author><name>Topsecret</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Talk:Civ4FeatureInfos&amp;diff=1602</id>
		<title>Talk:Civ4FeatureInfos</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Talk:Civ4FeatureInfos&amp;diff=1602"/>
		<updated>2010-04-05T18:53:57Z</updated>

		<summary type="html">&lt;p&gt;Topsecret: Created page with &amp;#039;What is onUnitChangeTo ?&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What is onUnitChangeTo ?&lt;/div&gt;</summary>
		<author><name>Topsecret</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=User:Topsecret&amp;diff=1601</id>
		<title>User:Topsecret</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=User:Topsecret&amp;diff=1601"/>
		<updated>2010-04-05T17:44:22Z</updated>

		<summary type="html">&lt;p&gt;Topsecret: Created page with &amp;#039;What is this?&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What is this?&lt;/div&gt;</summary>
		<author><name>Topsecret</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Civ4VictoryInfo&amp;diff=1586</id>
		<title>Civ4VictoryInfo</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Civ4VictoryInfo&amp;diff=1586"/>
		<updated>2010-03-19T20:44:49Z</updated>

		<summary type="html">&lt;p&gt;Topsecret: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Civ4VictoryInfo&#039;&#039;&#039; file defines the settings and triggers of the various victory conditions (Domination, Conquest, Diplomatic, etc.).&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;
!VictoryInfos&lt;br /&gt;
|This tag begins and ends the file.  All other tags are contained within the opening and closing VictoryInfos tags.&lt;br /&gt;
|-&lt;br /&gt;
!VictoryInfo&lt;br /&gt;
|This contains the information for each victory condition.&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;
|This tag declares the internal name of the victory condition.  It is used to refer to this specific victory condition in other files. &lt;br /&gt;
|-&lt;br /&gt;
!Description&lt;br /&gt;
|This text tag is a reference to an entry in the text files that controls the display name in various languages for the victory condition.&lt;br /&gt;
|-&lt;br /&gt;
!Civilopedia&lt;br /&gt;
|Another text tag which refers to the multi-language Civilopedia entry for this victory condition.&lt;br /&gt;
|-&lt;br /&gt;
!CityCulture&lt;br /&gt;
|If NONE, there is no prerequisite culture level for iNumCultureCities number of cities in order to achieve victory.  The standard culture victory has the tag CULTURELEVEL_LEGENDARY, indicating that cities need to have Legendary culture to reach victory.&lt;br /&gt;
|-&lt;br /&gt;
!VictoryMovie&lt;br /&gt;
|This declares a text tag in the Civ4ArtDefines_Movie file which references the movie played after this victory is reached.  &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;
!iPopulationPercentLead&lt;br /&gt;
|Presumably how much more population you must have over the next most populous civilization to win.&lt;br /&gt;
|-&lt;br /&gt;
!iLandPercent&lt;br /&gt;
|Indicates the total percentage of land you and your vassals must control to achieve this victory.&lt;br /&gt;
|-&lt;br /&gt;
!iMinLandPercent&lt;br /&gt;
|Indicates the minimum percentage of land that you personally must control to achieve victory.&lt;br /&gt;
|-&lt;br /&gt;
!iReligionPercent&lt;br /&gt;
|Indicates the total percentage of cities that must be following your state religion (when you control the holy city) in order to win.&lt;br /&gt;
|-&lt;br /&gt;
!iNumCultureCities&lt;br /&gt;
|This integer tag contains the number of cities that must meet the CityCulture tag&#039;s level of culture points.&lt;br /&gt;
|-&lt;br /&gt;
!iTotalCultureRatio&lt;br /&gt;
|Unknown.  All standard victory conditions have a value of 0.&lt;br /&gt;
|-&lt;br /&gt;
!iVictoryDelayTurns&lt;br /&gt;
|Number of turns before the victory is registered officially by the game and a win is triggered.  This is used for the Spaceship victory condition.&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;
!bTargetScore&lt;br /&gt;
|If set to 1, the victory will trigger if a team reaches a target score as defined in a wouldbuildersave file.&lt;br /&gt;
|-&lt;br /&gt;
!bEndScore&lt;br /&gt;
|If set to 1, the victory is based on the player with the highest score at the end of the game (2050 by default).&lt;br /&gt;
|-&lt;br /&gt;
!bConquest&lt;br /&gt;
|If 1, this victory requires the elimination of all enemies and qualifies as a Conquest win.&lt;br /&gt;
|-&lt;br /&gt;
!bDiploVote&lt;br /&gt;
|If 1, this victory requires the player to be elected in a worldwide vote and qualifies as a Diplomatic win.&lt;br /&gt;
|-&lt;br /&gt;
!bPermanent&lt;br /&gt;
|Unknown.  The only standard condition with a value of 1 is VICTORY_SCORE.&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;VictoryInfos&amp;gt;&lt;br /&gt;
  &amp;lt;VictoryInfo&amp;gt;&lt;br /&gt;
   &amp;lt;Type&amp;gt;VICTORY_SCORE&amp;lt;/Type&amp;gt;&lt;br /&gt;
   &amp;lt;Description&amp;gt;TXT_KEY_VICTORY_SCORE&amp;lt;/Description&amp;gt;&lt;br /&gt;
   &amp;lt;Civilopedia&amp;gt;TXT_KEY_VICTORY_SCORE_PEDIA&amp;lt;/Civilopedia&amp;gt;&lt;br /&gt;
   &amp;lt;bTargetScore&amp;gt;1&amp;lt;/bTargetScore&amp;gt;&lt;br /&gt;
   &amp;lt;bEndScore&amp;gt;0&amp;lt;/bEndScore&amp;gt;&lt;br /&gt;
   &amp;lt;bConquest&amp;gt;0&amp;lt;/bConquest&amp;gt;&lt;br /&gt;
   &amp;lt;bDiploVote&amp;gt;0&amp;lt;/bDiploVote&amp;gt;&lt;br /&gt;
   &amp;lt;bPermanent&amp;gt;1&amp;lt;/bPermanent&amp;gt;&lt;br /&gt;
   &amp;lt;iPopulationPercentLead&amp;gt;0&amp;lt;/iPopulationPercentLead&amp;gt;&lt;br /&gt;
   &amp;lt;iLandPercent&amp;gt;0&amp;lt;/iLandPercent&amp;gt;&lt;br /&gt;
   &amp;lt;iMinLandPercent&amp;gt;0&amp;lt;/iMinLandPercent&amp;gt;&lt;br /&gt;
   &amp;lt;iReligionPercent&amp;gt;0&amp;lt;/iReligionPercent&amp;gt;&lt;br /&gt;
   &amp;lt;CityCulture&amp;gt;NONE&amp;lt;/CityCulture&amp;gt;&lt;br /&gt;
   &amp;lt;iNumCultureCities&amp;gt;0&amp;lt;/iNumCultureCities&amp;gt;&lt;br /&gt;
   &amp;lt;iTotalCultureRatio&amp;gt;0&amp;lt;/iTotalCultureRatio&amp;gt;&lt;br /&gt;
   &amp;lt;iVictoryDelayTurns&amp;gt;0&amp;lt;/iVictoryDelayTurns&amp;gt;&lt;br /&gt;
   &amp;lt;VictoryMovie/&amp;gt;&lt;br /&gt;
  &amp;lt;/VictoryInfo&amp;gt;&lt;br /&gt;
 &amp;lt;/VictoryInfos&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Civ4_XML_Files}}&lt;/div&gt;</summary>
		<author><name>Topsecret</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Civ4VictoryInfo&amp;diff=1574</id>
		<title>Civ4VictoryInfo</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Civ4VictoryInfo&amp;diff=1574"/>
		<updated>2010-03-10T22:13:49Z</updated>

		<summary type="html">&lt;p&gt;Topsecret: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Civ4VictoryInfo&#039;&#039;&#039; file defines the settings and triggers of the various victory conditions (Domination, Conquest, Diplomatic, etc.).&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;
!VictoryInfos&lt;br /&gt;
|This tag begins and ends the file.  All other tags are contained within the opening and closing VictoryInfos tags.&lt;br /&gt;
|-&lt;br /&gt;
!VictoryInfo&lt;br /&gt;
|This contains the information for each victory condition.&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;
|This tag declares the internal name of the victory condition.  It is used to refer to this specific victory condition in other files. &lt;br /&gt;
|-&lt;br /&gt;
!Description&lt;br /&gt;
|This text tag is a reference to an entry in the text files that controls the display name in various languages for the victory condition.&lt;br /&gt;
|-&lt;br /&gt;
!Civilopedia&lt;br /&gt;
|Another text tag which refers to the multi-language Civilopedia entry for this victory condition.&lt;br /&gt;
|-&lt;br /&gt;
!CityCulture&lt;br /&gt;
|If NONE, there is no prerequisite culture level for iNumCultureCities number of cities in order to achieve victory.  The standard culture victory has the tag CULTURELEVEL_LEGENDARY, indicating that cities need to have Legendary culture to reach victory.&lt;br /&gt;
|-&lt;br /&gt;
!VictoryMovie&lt;br /&gt;
|This declares a text tag in the Civ4ArtDefines_Movie file which references the movie played after this victory is reached.  &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;
!iPopulationPercentLead&lt;br /&gt;
|Presumably how much more population you must have over the next most populous civilization to win.&lt;br /&gt;
|-&lt;br /&gt;
!iLandPercent&lt;br /&gt;
|Indicates the total percentage of land you and your vassals must control to achieve this victory.&lt;br /&gt;
|-&lt;br /&gt;
!iMinLandPercent&lt;br /&gt;
|Indicates the minimum percentage of land that you personally must control to achieve victory.&lt;br /&gt;
|-&lt;br /&gt;
!iReligionPercent&lt;br /&gt;
|Indicates the total percentage of cities that must be following your state religion (when you control the holy city) in order to win.&lt;br /&gt;
|-&lt;br /&gt;
!iNumCultureCities&lt;br /&gt;
|This integer tag contains the number of cities that must meet the CityCulture tag&#039;s level of culture points.&lt;br /&gt;
|-&lt;br /&gt;
!iTotalCultureRatio&lt;br /&gt;
|Total percent of world culture needed to win.  All standard victory conditions have a value of 0.&lt;br /&gt;
|-&lt;br /&gt;
!iVictoryDelayTurns&lt;br /&gt;
|Number of turns before the victory is registered officially by the game and a win is triggered.  This is used for the Spaceship victory condition.&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;
!bTargetScore&lt;br /&gt;
|If set to 1, the victory will trigger if a team reaches a target score as defined in a wouldbuildersave file.&lt;br /&gt;
|-&lt;br /&gt;
!bEndScore&lt;br /&gt;
|If set to 1, the victory is based on the player with the highest score at the end of the game (2050 by default).&lt;br /&gt;
|-&lt;br /&gt;
!bConquest&lt;br /&gt;
|If 1, this victory requires the elimination of all enemies and qualifies as a Conquest win.&lt;br /&gt;
|-&lt;br /&gt;
!bDiploVote&lt;br /&gt;
|If 1, this victory requires the player to be elected in a worldwide vote and qualifies as a Diplomatic win.&lt;br /&gt;
|-&lt;br /&gt;
!bPermanent&lt;br /&gt;
|Unknown.  The only standard condition with a value of 1 is VICTORY_SCORE.&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;VictoryInfos&amp;gt;&lt;br /&gt;
  &amp;lt;VictoryInfo&amp;gt;&lt;br /&gt;
   &amp;lt;Type&amp;gt;VICTORY_SCORE&amp;lt;/Type&amp;gt;&lt;br /&gt;
   &amp;lt;Description&amp;gt;TXT_KEY_VICTORY_SCORE&amp;lt;/Description&amp;gt;&lt;br /&gt;
   &amp;lt;Civilopedia&amp;gt;TXT_KEY_VICTORY_SCORE_PEDIA&amp;lt;/Civilopedia&amp;gt;&lt;br /&gt;
   &amp;lt;bTargetScore&amp;gt;1&amp;lt;/bTargetScore&amp;gt;&lt;br /&gt;
   &amp;lt;bEndScore&amp;gt;0&amp;lt;/bEndScore&amp;gt;&lt;br /&gt;
   &amp;lt;bConquest&amp;gt;0&amp;lt;/bConquest&amp;gt;&lt;br /&gt;
   &amp;lt;bDiploVote&amp;gt;0&amp;lt;/bDiploVote&amp;gt;&lt;br /&gt;
   &amp;lt;bPermanent&amp;gt;1&amp;lt;/bPermanent&amp;gt;&lt;br /&gt;
   &amp;lt;iPopulationPercentLead&amp;gt;0&amp;lt;/iPopulationPercentLead&amp;gt;&lt;br /&gt;
   &amp;lt;iLandPercent&amp;gt;0&amp;lt;/iLandPercent&amp;gt;&lt;br /&gt;
   &amp;lt;iMinLandPercent&amp;gt;0&amp;lt;/iMinLandPercent&amp;gt;&lt;br /&gt;
   &amp;lt;iReligionPercent&amp;gt;0&amp;lt;/iReligionPercent&amp;gt;&lt;br /&gt;
   &amp;lt;CityCulture&amp;gt;NONE&amp;lt;/CityCulture&amp;gt;&lt;br /&gt;
   &amp;lt;iNumCultureCities&amp;gt;0&amp;lt;/iNumCultureCities&amp;gt;&lt;br /&gt;
   &amp;lt;iTotalCultureRatio&amp;gt;0&amp;lt;/iTotalCultureRatio&amp;gt;&lt;br /&gt;
   &amp;lt;iVictoryDelayTurns&amp;gt;0&amp;lt;/iVictoryDelayTurns&amp;gt;&lt;br /&gt;
   &amp;lt;VictoryMovie/&amp;gt;&lt;br /&gt;
  &amp;lt;/VictoryInfo&amp;gt;&lt;br /&gt;
 &amp;lt;/VictoryInfos&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Civ4_XML_Files}}&lt;/div&gt;</summary>
		<author><name>Topsecret</name></author>
	</entry>
</feed>