https://modiki.civfanatics.com/api.php?action=feedcontributions&user=Flying+Pig&feedformat=atomCivilization Modding Wiki - User contributions [en]2024-03-28T21:36:31ZUser contributionsMediaWiki 1.38.2https://modiki.civfanatics.com/index.php?title=Talk:Schema_Files&diff=189Talk:Schema Files2009-05-15T18:59:07Z<p>Flying Pig: Created page with 'Does anyone actually know how to wrestle with Schema files? They would be helpful here.'</p>
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<div>Does anyone actually know how to wrestle with Schema files? They would be helpful here.</div>Flying Pighttps://modiki.civfanatics.com/index.php?title=Talk:Civ4ArtDefines_Bonus&diff=152Talk:Civ4ArtDefines Bonus2009-05-12T20:42:00Z<p>Flying Pig: Created page with 'Nicely done, great format ~~~~'</p>
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<div>Nicely done, great format [[User:Flying Pig|Flying Pig]] 20:42, 12 May 2009 (UTC)</div>Flying Pighttps://modiki.civfanatics.com/index.php?title=Talk:Civ4_XML_Reference&diff=151Talk:Civ4 XML Reference2009-05-12T20:39:27Z<p>Flying Pig: </p>
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<div>What is meant to go here? I see a lot of red links; what do you want on the other end? 10:50, --[[User:Flying Pig|Flying Pig]] 10:50, 9 May 2009 (UTC)<br />
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I'm wondering the same thing...I'd love to help get those red links changed to normal, but I'm not sure what to put...--<br />
[[User:CivRocks07|CivRocks07]] 9 May 2009 (UTC)<br />
<br />
I think the plan is to explain the tags used on each page. So, for the Civ4UnitInfos page, explain what tags like "<bAnimal>" mean and what values they take (0 or 1). There is an incomplete wiki at another site you can use as a reference: http://civ4.wikidot.com/xml-files. In short, try to go line-by-line through a file (or at least one "section" of the file; for the units page, this would be all of the tags used for one unit which are then repeated) and break it down. [[User:Ginger Ale|Ginger Ale]] 11:23, 9 May 2009 (UTC)<br />
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Will do! --[[User:Flying Pig|Flying Pig]] 13:52, 9 May 2009 (UTC)<br />
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Flying Pig, thanks for the effort. I have made some display changes to the UnitInfos page: http://modiki.civfanatics.com/index.php/Civ4UnitInfos.<br />
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Could you help try to keep this format (placing the tags and descriptions inside of their respective tables)? I think it makes it easier to read and more organized. :) [[User:Ginger Ale|Ginger Ale]] 14:49, 9 May 2009 (UTC)<br />
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About the schema files... I'm thinking that we should probably have them all in one file, as they all have the same purpose and the process for editing each is largely the same as the other schema files, with a table listing which schema files deal with which XML files. That way we won't have a ton of pages on them with varying amounts of info on how to work with them.--[[User:Deanej|Deanej]] 16:34, 10 May 2009 (UTC)<br />
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everyone say thanks to the user Draco! he set up a bunch of the pages under "Assets/XML/Art"--[[User:CivRocks07|CivRocks07]] 22:09, 10 May 2009 (UTC)<br />
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Lots of work being done here since I last looked - well done, everyone [[User:Flying Pig|Flying Pig]] 20:39, 12 May 2009 (UTC)</div>Flying Pighttps://modiki.civfanatics.com/index.php?title=Civ4PromotionInfos&diff=90Civ4PromotionInfos2009-05-10T19:30:40Z<p>Flying Pig: </p>
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<div>Tags are either text tags (no prefix; they should contain letters), boolean (prefixed by a b, can be 1 [on] or 0 [off]) or integer (prefixed by i, containing numbers)<br />
<br />
{| class="wikitable" border="1" style="text-align:left" cellpadding="5"<br />
|-<br />
! Tag !! Usage<br />
|-<br />
! PromotionInfos<br />
| This begins and ends the file. Everything must go in between these two, or it will not work.<br />
|-<br />
! PromotionInfo<br />
| Encloses the entry for each promotion<br />
|-<br />
! Type<br />
| The name of the promotion; which must be unique<br />
|-<br />
! Description<br />
| The name given to the promotion in the game.<br />
|-<br />
! Sound<br />
| In the game, always AS2D_IF_LEVELUP; the sound played when the promotion is given to a unit.<br />
|-<br />
! LayerAnimationPath<br />
| '''Not sure what this does'''<br />
|-<br />
! PromotionPrereq<br />
| Any unit needs this promotion to take the promotion. It can be NONE.<br />
|-<br />
! PromotionPrereqOr1<br />
| If the unit has this and the Promotion defined in PromotionPrereq, it can take this promotion.<br />
|-<br />
! PromotionPrereqOr2<br />
| If the unit has this and the Promotion defined in PromotionPrereq, it can take this promotion.<br />
|-<br />
! TechPrereq<br />
| Can be NONE; the technology needed to get this promotion<br />
|-<br />
! StateReligionPrereq<br />
| Can be NONE; the State Religion needed to get this promotion<br />
|-<br />
! bLeader<br />
| The promotion gives the unit a Warlord<br />
|-<br />
! bBlitz<br />
| The promotion lets the unit attack multiple times per turn<br />
|-<br />
! bAmphib<br />
| The promotion lets the unit cross rivers and attack out of a transport without penalties<br />
|-<br />
! bRiver<br />
| The promotion lets the unit ignore rivers<br />
|-<br />
! bEnemyRoute<br />
| The promotion lets the unit use enemy roads<br />
|-<br />
! bAlwaysHeal<br />
| The promotion lets the unit heal while moving<br />
|-<br />
! bHillsDoubleMove<br />
| The promotion lets the unit move twice as fast in Hills<br />
|-<br />
! bImmuneToFirstStrikes<br />
| The promotion means that the unit cannot be affected by enemy Fierst Strikes<br />
|-<br />
! iVisibilityChange<br />
| The number of tiles that the unit's Line of Sight increases by<br />
|-<br />
! iMovesChange<br />
| The number of extra moves that the promotion gives a unit<br />
|-<br />
! iMoveDiscountChange<br />
| Lowers the cost of moving into difficult terrain<br />
|-<br />
! iAirRangeChange<br />
| The amount by which the unit's Air Range increases<br />
|-<br />
! iInterceptChange<br />
| The amount by which the unit's interception chance increases, in %.<br />
|-<br />
! iEvasionChange<br />
| The amount by which the unit's evasion chance increases, in %.<br />
|-<br />
! iWithdrawalChange<br />
| The amount by which the unit's withdrawal chance increases, in %.<br />
|-<br />
! iCargoChange<br />
| The amount by which the unit's cargo capacity increases.<br />
|-<br />
! iCollateralDamageChange<br />
| The amount by which the collateral damage inflicted by the unit increases.<br />
|-<br />
! iBombardRateChange<br />
| The amount by which the damage which the unit does to fortifications increases.<br />
|-<br />
! iFirstStrikesChange<br />
| The amount by which the number of First Strikes that the unit has increases.<br />
|-<br />
! iChanceFirstStrikesChange<br />
| The amount by which the number of First Strike Chances that the unit has increases.<br />
|-<br />
! iEnemyHealChange<br />
| The amount by which the rate of healing in enemy lands increases.<br />
|-<br />
|}<br />
<iNeutralHealChange>0</iNeutralHealChange><br />
<iFriendlyHealChange>0</iFriendlyHealChange><br />
<iSameTileHealChange>0</iSameTileHealChange><br />
<iAdjacentTileHealChange>0</iAdjacentTileHealChange><br />
<iCombatPercent>10</iCombatPercent><br />
<iCityAttack>0</iCityAttack><br />
<iCityDefense>0</iCityDefense><br />
<iHillsAttack>0</iHillsAttack><br />
<iHillsDefense>0</iHillsDefense><br />
<iKamikazePercent>0</iKamikazePercent><br />
<iRevoltProtection>0</iRevoltProtection><br />
<iCollateralDamageProtection>0</iCollateralDamageProtection><br />
<iPillageChange>0</iPillageChange><br />
<iUpgradeDiscount>0</iUpgradeDiscount><br />
<iExperiencePercent>0</iExperiencePercent><br />
<TerrainAttacks/><br />
<TerrainDefenses/><br />
<FeatureAttacks/><br />
<FeatureDefenses/><br />
<UnitCombatMods/><br />
<DomainMods/><br />
<TerrainDoubleMoves/><br />
<FeatureDoubleMoves/><br />
<UnitCombats><br />
<HotKey/><br />
<bAltDown>0</bAltDown><br />
<bShiftDown>0</bShiftDown><br />
<bCtrlDown>0</bCtrlDown><br />
<iHotKeyPriority>0</iHotKeyPriority><br />
<Button>,Art/Interface/Buttons/Promotions/Combat1.dds,Art/Interface/Buttons/Promotions_Atlas.dds,8,2</Button></div>Flying Pighttps://modiki.civfanatics.com/index.php?title=Civ4PromotionInfos&diff=89Civ4PromotionInfos2009-05-10T18:11:16Z<p>Flying Pig: Created page with 'Tags are either text tags (no prefix; they should contain letters), boolean (prefixed by a b, can be 1 [on] or 0 [off]) or integer (prefixed by i, containing numbers) {| class="...'</p>
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<div>Tags are either text tags (no prefix; they should contain letters), boolean (prefixed by a b, can be 1 [on] or 0 [off]) or integer (prefixed by i, containing numbers)<br />
<br />
{| class="wikitable" border="1" style="text-align:left" cellpadding="5"<br />
|-<br />
! Tag !! Usage<br />
|-<br />
! PromotionInfos<br />
| This begins and ends the file. Everything must go in between these two, or it will not work.<br />
|-<br />
! PromotionInfo<br />
| Encloses the entry for each promotion<br />
|-<br />
! Type<br />
| The name of the promotion; which must be unique<br />
|-<br />
! Description<br />
| The name given to the promotion in the game.<br />
|-<br />
! Sound<br />
| In the game, always AS2D_IF_LEVELUP; the sound played when the promotion is given to a unit.<br />
|-<br />
! LayerAnimationPath<br />
| '''Not sure what this does'''<br />
|-<br />
! PromotionPrereq<br />
| Any unit needs this promotion to take the promotion. It can be NONE.<br />
|-<br />
! PromotionPrereqOr1<br />
| If the unit has this and the Promotion defined in PromotionPrereq, it can take this promotion.<br />
|-<br />
! PromotionPrereqOr2<br />
| If the unit has this and the Promotion defined in PromotionPrereq, it can take this promotion.<br />
|-<br />
! TechPrereq<br />
| Can be NONE; the technology needed to get this promotion<br />
|-<br />
! StateReligionPrereq<br />
| Can be NONE; the State Religion needed to get this promotion<br />
|-<br />
! bLeader<br />
| The promotion gives the unit a Warlord<br />
|-<br />
! bBlitz<br />
| The promotion lets the unit attack multiple times per turn<br />
|-<br />
! bAmphib<br />
| The promotion lets the unit cross rivers and attack out of a transport without penalties<br />
|-<br />
! bRiver<br />
| The promotion lets the unit ignore rivers<br />
|-<br />
! bEnemyRoute<br />
| The promotion lets the unit use enemy roads<br />
|-<br />
! bAlwaysHeal<br />
| The promotion lets the unit heal while moving<br />
|-<br />
! bHillsDoubleMove<br />
| The promotion lets the unit move twice as fast in Hills<br />
|-<br />
! bImmuneToFirstStrikes<br />
| The promotion means that the unit cannot be affected by enemy Fierst Strikes<br />
|-<br />
! iVisibilityChange<br />
| The number of tiles that the unit's Line of Sight increases by<br />
|-<br />
! iMovesChange<br />
| The number of extra moves that the promotion gives a unit<br />
|-<br />
! iMoveDiscountChange<br />
| Lowers the cost of moving into difficult terrain<br />
|-<br />
! iAirRangeChange<br />
| The amount by which the unit's Air Range increases<br />
|-<br />
! iInterceptChange<br />
| The amount by which the unit's interception chance increases, in %.<br />
|-<br />
! iEvasionChange<br />
| The amount by which the unit's evasion chance increases, in %.<br />
|-<br />
! iWithdrawalChange<br />
| The amount by which the unit's withdrawal chance increases, in %.<br />
|-<br />
! iCargoChange<br />
| The amount by which the unit's cargo capacity increases.<br />
|-<br />
! iCollateralDamageChange<br />
| The amount by which the collateral damage inflicted by the unit increases.<br />
|-<br />
! iBombardRateChange<br />
| The amount by which the damage which the unit does to fortifications increases.<br />
|-<br />
! iFirstStrikesChange<br />
| The amount by which the number of First Strikes that the unit has increases.<br />
|-<br />
! iChanceFirstStrikesChange<br />
| The amount by which the number of First Strike Chances that the unit has increases.<br />
|-<br />
|}<br />
<iEnemyHealChange>0</iEnemyHealChange><br />
<iNeutralHealChange>0</iNeutralHealChange><br />
<iFriendlyHealChange>0</iFriendlyHealChange><br />
<iSameTileHealChange>0</iSameTileHealChange><br />
<iAdjacentTileHealChange>0</iAdjacentTileHealChange><br />
<iCombatPercent>10</iCombatPercent><br />
<iCityAttack>0</iCityAttack><br />
<iCityDefense>0</iCityDefense><br />
<iHillsAttack>0</iHillsAttack><br />
<iHillsDefense>0</iHillsDefense><br />
<iKamikazePercent>0</iKamikazePercent><br />
<iRevoltProtection>0</iRevoltProtection><br />
<iCollateralDamageProtection>0</iCollateralDamageProtection><br />
<iPillageChange>0</iPillageChange><br />
<iUpgradeDiscount>0</iUpgradeDiscount><br />
<iExperiencePercent>0</iExperiencePercent><br />
<TerrainAttacks/><br />
<TerrainDefenses/><br />
<FeatureAttacks/><br />
<FeatureDefenses/><br />
<UnitCombatMods/><br />
<DomainMods/><br />
<TerrainDoubleMoves/><br />
<FeatureDoubleMoves/><br />
<UnitCombats><br />
<UnitCombat><br />
<UnitCombatType>UNITCOMBAT_RECON</UnitCombatType><br />
<bUnitCombat>1</bUnitCombat><br />
<HotKey/><br />
<bAltDown>0</bAltDown><br />
<bShiftDown>0</bShiftDown><br />
<bCtrlDown>0</bCtrlDown><br />
<iHotKeyPriority>0</iHotKeyPriority><br />
<Button>,Art/Interface/Buttons/Promotions/Combat1.dds,Art/Interface/Buttons/Promotions_Atlas.dds,8,2</Button></div>Flying Pighttps://modiki.civfanatics.com/index.php?title=Civ4UnitClassInfos&diff=85Civ4UnitClassInfos2009-05-10T13:39:37Z<p>Flying Pig: Created page with 'The '''CIV4UnitClassInfos''' file contains data about the different classes of unit. A class is the underlying connection between a Unique Unit and the parent unit; ech civilisat...'</p>
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<div>The '''CIV4UnitClassInfos''' file contains data about the different classes of unit. A class is the underlying connection between a Unique Unit and the parent unit; ech civilisation can only have one unit type in each class<br />
<br />
{| class="wikitable" border="1" style="text-align:left" cellpadding="5"<br />
|-<br />
! Tag !! Usage<br />
|-<br />
! UnitClassInfos<br />
| This begins and ends the file. Everything must go in between these two, or it will not work.<br />
|-<br />
! UnitClassInfo<br />
| Each different unit's data is enclosed in a seperate tag like this.<br />
|-<br />
! Type<br />
| The name of the unit; which must be unique<br />
|-<br />
! Description<br />
| The name of the class as displayed on the screen; used in the phrase 'replaces _____' <br />
|-<br />
! iMaxGlobalInstances<br />
| The number of this unit that can exist at one time in the world; -1 means no limit<br />
|-<br />
! iMaxTeamInstances<br />
| The number of this unit that can exist at one time in one team; -1 means no limit<br />
|-<br />
! iMaxPlayerInstances<br />
| The number of this unit that can exist at one time in each Civilisation; -1 means no limit<br />
|-<br />
! iInstanceCostModifier<br />
| The increase to the cost of the unit for every one that exists; normally 0<br />
|-<br />
! DefaultUnit<br />
| The unit which all civilisations have for this class, unless they have a Unique Unit to replace it<br />
|-<br />
|}</div>Flying Pighttps://modiki.civfanatics.com/index.php?title=Civ4SpecialUnitInfos&diff=84Civ4SpecialUnitInfos2009-05-10T13:32:09Z<p>Flying Pig: Created page with '{| class="wikitable" border="1" style="text-align:left" cellpadding="5" |- ! Tag !! Usage |- ! Civ4SpecialUnitInfos | This begins and ends the file. Everything must go in between...'</p>
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<div>{| class="wikitable" border="1" style="text-align:left" cellpadding="5"<br />
|-<br />
! Tag !! Usage<br />
|-<br />
! Civ4SpecialUnitInfos<br />
| This begins and ends the file. Everything must go in between these two, or it will not work.<br />
|-<br />
! SpecialUnitInfo<br />
| Each different unit type's data is enclosed in a seperate tag like this.<br />
|-<br />
! Type<br />
| The name of the unit; which must be unique<br />
|-<br />
! Description<br />
| Either from one of the text files or the name of the unit as displayed in game.<br />
|-<br />
! bValid<br />
| Always 1<br />
|-<br />
! bCityLoad<br />
| If 1, the unit is a missile (not sure of the exact effect)<br />
|-<br />
! CarrierUnitAIs<br />
| List tag - contains CarrierUnitAI tags<br />
|-<br />
! CarrierUnitAI<br />
| How a unit carrying this unit will behave if controlled by the AI<br />
|-<br />
! ProductionTraits<br />
| Traits which impact on the speed at which this unit is produced.<br />
|-<br />
|}</div>Flying Pighttps://modiki.civfanatics.com/index.php?title=Civ4UnitInfos&diff=83Civ4UnitInfos2009-05-10T12:50:22Z<p>Flying Pig: /* Ending Tags */</p>
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<div>The '''Civ4UnitInfos''' XML file controls data related to individual units: for example, a unit's strength value or hammer cost. There are also more detailed options, affecting things like transport capability, prerequisites, and other complex features.<br />
<br />
All tags must be opened and closed; the first is the 'open', the second the 'closed' tag. If nothing goes inside a 'list tag', then it should just be the opening tag with a / before the closing bracket. The following tables contain all available tags, as well as their purpose and accepted values.<br />
<br />
== Header Tags ==<br />
<br />
{| class="wikitable" border="1" style="text-align:left" cellpadding="5"<br />
|-<br />
! Tag !! Usage<br />
|-<br />
! UnitInfos<br />
| This begins and ends the file. Everything must go in between these two, or it will not work.<br />
|-<br />
! UnitInfo<br />
| Each different unit's data is enclosed in a seperate tag like this.<br />
|-<br />
! Class<br />
| The class as defined in CIV4UnitClassInfos.xml. Class is the thing that holds, say, a Swordsman and a Praetorian together; each civilisation can only have one of each class.<br />
|-<br />
! Type<br />
| The name of the unit; which must be unique<br />
|-<br />
! UniqueNames<br />
| Only ever a closing tag. Just put it in, OK?<br />
|-<br />
! Special<br />
| Should be NONE unless it comes under a heading in CIV4SpecialUnitInfos.xml; in which case write that.<br />
|-<br />
! Capture<br />
| Either NONE, or the unit which the unit turns into when captured<br />
|-<br />
! Combat<br />
| The combat, 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.<br />
|-<br />
! Domain<br />
| DOMAIN_ - then AIR, SEA or LAND<br />
|-<br />
! DefaultUnitAI<br />
| The default way in which the AI uses the unit.<br />
|-<br />
! Invisible<br />
| Either NONE (either meaning not invisible or completely invisible, see below) or INVISIBLE_STEALTH or INVISIBLE_SUBMARINE<br />
|-<br />
! SeeInvisible<br />
| Either NONE or a category of invisibility above. Means that the unit can see all units with this type of invisibility<br />
|-<br />
|}<br />
<br />
== Text Tags ==<br />
<br />
<br />
{| class="wikitable" border="1" style="text-align:left" cellpadding="5"<br />
! Description<br />
| Either text or a key from the text files. The name displayed for the unit. <br />
|-<br />
! Civilopedia<br />
| As above for the Civiliopedia entry<br />
|-<br />
! Strategy<br />
| As above for the Sid's Tips, also displayed above the Civilopedia entry<br />
|-<br />
! Advisor<br />
| Almost always ADVISOR_MILITARY; the rationale that the game gives for reccomending the unit.<br />
|}<br />
<br />
== Boolean Tags ==<br />
<br />
All of these can either be 1 (on) or 0 (off)<br />
<br />
{| class="wikitable" border="1" style="text-align:left" cellpadding="5"<br />
|-<br />
! Tag !! Usage<br />
|-<br />
! bAnimal<br />
| The unit is an animal; the Barbarian State controls it, it can spring from anywhere and it cannot enter cultural borders.<br />
|-<br />
! bFood<br />
| A city does not generate food while building this unit<br />
|-<br />
! bNoBadGoodies<br />
| When this unit is entering a Tribal Village, the villagers will never be hostile<br />
|-<br />
! bOnlyDefensive<br />
| This unit cannot attack other units<br />
|-<br />
! bNoCapture<br />
| This unit cannot capture cities<br />
|-<br />
! bQuickCombat<br />
| ALways 0; not sure what it actually does<br />
|-<br />
! bRivalTerritory<br />
| Can explore rival territory<br />
|-<br />
! bMilitaryHappiness<br />
| Counts as a Military Unit in the eyes of the rabble<br />
|-<br />
! bMilitarySupport<br />
| Costs money to maintain as part of your military, affected by Pacifism and the like.<br />
|-<br />
! bMilitaryProduction<br />
| Counts as a military unit for production bonuses/penalties <br />
|-<br />
! bPillage<br />
| Can pillage enemy tiles<br />
|-<br />
! bSpy<br />
| Is a spy<br />
|-<br />
! bSabotage<br />
| Should only be 1 in Vanilla or Warlords; can Sabotage Production<br />
|-<br />
! bDestroy<br />
| Should only be 1 in Vanilla or Warlords; can Destroy Improvement<br />
|-<br />
! bStealPlans<br />
| Should only be 1 in Vanilla or Warlords; can Steal Plans<br />
|-<br />
! bInvestigate<br />
| Should only be 1 in Vanilla or Warlords; can Investigate City<br />
|-<br />
! bCounterSpy<br />
| Should only be 1 in Vanilla or Warlords; can Perform Counterespionage<br />
|-<br />
! bFound<br />
| Can found a city<br />
|-<br />
! bGoldenAge<br />
| Counts as a Great Person to start a Golden Age<br />
|-<br />
! bInvisible<br />
| Is invisible to all units<br />
|-<br />
! bFirstStrikeImmune<br />
| Is immune to all First Strikes<br />
|-<br />
! bNoDefensiveBonus<br />
| Does not receive defensive bonuses<br />
|-<br />
! bIgnoreBuildingDefense<br />
| Ignores defensive bonuses from enemy buildings, like Walls and Castles<br />
|-<br />
! bCanMoveImpassible<br />
| If the unit is a Submarine, it can go under Ice.<br />
|-<br />
! bCanMoveAllTerrain<br />
| Can move across all terrain<br />
|-<br />
! bFlatMovementCost<br />
| Pays a flat movement cost to enter all terrain<br />
|-<br />
! bIgnoreTerrainCost<br />
| Ignores movement penalties from terrain<br />
|-<br />
! bNukeInnume<br />
| Takes no damage from enemy nukes<br />
|-<br />
! bPrereqBonuses<br />
| Needs the mentioned resources to be built (can be NONE)<br />
|-<br />
! bPrereqReligion<br />
| Needs the mentioned religion to be built (can be NONE)<br />
|-<br />
! bMechanized<br />
| Not sure what this does - used for all land units in a vehicle<br />
|-<br />
! bSuicide<br />
| Kills itself upon attacking, like a Kamikaze in the Defence mod<br />
|-<br />
! bHiddenNationality<br />
| Bears no marking of nationality<br />
|-<br />
! bAlwaysHostile<br />
| Can attack enemy units without declaring war, and can be attacked without triggering a war. All nations treat it as an enemy unit.<br />
|}<br />
<br />
All List tags consist of an opening/closing tag, then each entry is in another tag which is the same as the main tag take away the s.<br />
<br />
== List Tags ==<br />
{| class="wikitable" border="1" style="text-align:left" cellpadding="5"<br />
|-<br />
! Tag !! Usage<br />
|-<br />
! UnitClassUpgrades<br />
| The Classes of unit to which this unit upgrades<br />
|- <br />
! UnitClassTargets<br />
| '''Not sure what this one does'''<br />
|-<br />
! UnitCombatTargets<br />
| Does whatever UnitClassTargets does, but is directed at a particular combat<br />
|-<br />
! UnitClassDefenders<br />
| '''Not sure what this one does'''<br />
|-<br />
! UnitCombatDefenders<br />
| Does whatever UnitClassDefenders does, but is directed at a particular combat<br />
|-<br />
! FlankingStrikes<br />
| All unit classes against which the unit gets a Flank Attack<br />
|-<br />
! UnitAIs<br />
| Inside here go the methods which the AI uses to command this unit. It dictates the roles which the unit is good for.<br />
|-<br />
! NotUnitAIs<br />
| As UnitAIs, but for the tasks which the AI will never consider the unit for.<br />
|-<br />
! Builds<br />
| For all the things that the unit can build on tiles; but not wonders that it can build in cities.<br />
|-<br />
! ReligionSpreads<br />
| Put the religions which the unit can spread here, if it is a missionary.<br />
|-<br />
! CorporationSpreads<br />
| Put the Corporations which the unit can spread here, if it is a CEO.<br />
|-<br />
! GreatPeoples<br />
| If the unit can settle in a city, put the type of specialist it becomes here.<br />
|-<br />
! Buildings<br />
| The buildings which the unit can construct in a city.<br />
|-<br />
! ForceBuildings<br />
| '''Not sure what this does'''<br />
|-<br />
|}<br />
<br />
== Prerequisite Tags ==<br />
<br />
{| class="wikitable" border="1" style="text-align:left" cellpadding="5"<br />
|-<br />
! Tag !! Usage<br />
|-<br />
! HolyCity<br />
| If not NONE, then it is the Holy City needed to build the unit<br />
|-<br />
! ReligionType<br />
| For units, always NONE.<br />
|-<br />
! StateReligion<br />
| If not NONE, the State Religion needed to build this unit<br />
|-<br />
! PrereqReligion<br />
| Either NONE, or the religion needed in a city to build this unit<br />
|-<br />
! PrereqCorporation<br />
| Either NONE, or the corporation needed in a city to build this unit<br />
|-<br />
! PrereqBuilding<br />
| Either NONE, or the building needed in a city to build this unit<br />
|-<br />
! PrereqTech<br />
| Either NONE, or the technology that you need to build this unit<br />
|-<br />
! TechTypes<br />
| Used as a list tag to enclose PrereqTech tags.<br />
|-<br />
! BonusType<br />
| The resource needed to build this unit.<br />
|-<br />
! PrereqBonuses<br />
| Used as a list tag to enclose BonusType tags.<br />
|-<br />
! ProductionTraits<br />
| The leader traits which affect production of this unit, along with the value.<br />
|-<br />
! Flavors<br />
| '''The 'flavours' of the unit - not sure what they actually do'''<br />
|-<br />
|}<br />
<br />
== Integer Tags ==<br />
<br />
{| class="wikitable" border="1" style="text-align:left" cellpadding="5"<br />
|-<br />
! Tag !! Usage<br />
|-<br />
! iAIWeight <br />
| The preference given by the AI to this unit, generally for Unique Units.<br />
|-<br />
! iCost<br />
| The cost in hammers of the unit<br />
|-<br />
! HurryCostModifier<br />
| Impacts the Gold Hurry cost of the unit.<br />
|-<br />
! AdvancedStartCost<br />
| The cost in points of the unit on Advanced Start.<br />
|-<br />
! AdvancedStartCostIncrease<br />
| Affects the cost in points of the unit on Advanced Start<br />
|-<br />
! MinAreaSize<br />
| '''Don't know what this does'''<br />
|-<br />
! Moves<br />
| The number of movement points that the unit has.<br />
|-<br />
! bNoRevealMap<br />
| A boolean - if 1, the unit does not reveal any tiles except the one it is currently standing on<br />
|-<br />
! iAirRange<br />
| Only for Air Units; the range at which it can operate<br />
|-<br />
! iAirUnitCap<br />
| Should be 0<br />
|-<br />
! iDropRange<br />
| The range at which the unit can 'jump' from a friendly city<br />
|-<br />
! iNukeRange<br />
| The range at which the 'nuke' can be launched - missiles only<br />
|-<br />
! iWorkRate<br />
| The rate at which the unit improves tiles<br />
|-<br />
! iBaseDiscover<br />
| The rate at which the unit discovers new tiles<br />
|-<br />
! iDiscoverMultiplier<br />
| Affects the rate at which the unit discovers new tiles<br />
|-<br />
! iBaseHurry<br />
| '''Don't know what this does'''<br />
|-<br />
! iHurryMultiplier<br />
| '''Don't know what this does''' - affects the hurry cost in some way.<br />
|-<br />
! iBaseTrade<br />
| The basic amount of money that the unit makes from a Trade Mission<br />
|-<br />
! iTradeMultiplier<br />
| Affects the amount of money that the unit makes from a Trade Mission<br />
|-<br />
! iGreatWorkCulture<br />
| The amount of culture that the unit generates with a Great Work<br />
|-<br />
! iEspionagePoints<br />
| Used for Spies - not sure of the exact effect<br />
|-<br />
|}<br />
<br />
== Miscellaneous Tags ==<br />
<br />
{| class="wikitable" border="1" style="text-align:left" cellpadding="5"<br />
|-<br />
! Tag !! Usage<br />
|-<br />
! TerrainImpassables<br />
| Types of terrain that the unit cannot enter - generally Ocean<br />
|-<br />
! FeatureImpassables<br />
| As above for terrain features - like Forests and Jungle<br />
|-<br />
! TerrainPassableTechs<br />
| With these technologies, the unit can enter the terrain defined in TerrainImpassables<br />
|-<br />
! FeatureImpassables<br />
| With these technologies, the unit can enter the features defined in FeatureImpassables<br />
|-<br />
! iCombat<br />
| The unit's base strength<br />
|-<br />
! iCombatLimit<br />
| Always 100 - purpose unclear<br />
|-<br />
! iAirCombat<br />
| The unit's base strength for Air Units<br />
|-<br />
! iAirCombatLimit<br />
| Always 100 - purpose unclear<br />
|-<br />
! iXPValueAttack<br />
| The value, in Experience Points, that this unit is worth on the attack<br />
|-<br />
! iXPValueDefense<br />
| The value, in Experience Points, that this unit is worth on the defence<br />
|-<br />
! iFirstStrikes<br />
| The number of automatic First Strikes that the unit has<br />
|-<br />
! iChanceFirstStrikes<br />
| The number of First Strike Chances that the unit has<br />
|-<br />
! iInterceptionProbability <br />
| The odds an Air Unit has of intercepting an enemy trying to carry out a mission in the area.<br />
|-<br />
! iEvasionProbability<br />
| For air and parachute units; the odds of evading interception<br />
|-<br />
! iWithdrawalProb<br />
| The amount of Withdrawal Chance that the unit has<br />
|-<br />
! iCollateralDamage<br />
| The amount of Collateral Damage that the unit does<br />
|-<br />
! iCollateralDamageLimit<br />
| The maximum amount of collateral damage that the unit can do; so the minimum Strength that the target can be at.<br />
|-<br />
! iCollateralDamageMaxUnits<br />
| The greatest number of enemy unit that the unit can inflict damage on<br />
|-<br />
! iCityAttack<br />
| The bonus that the unit gets when attacking cities<br />
|-<br />
! iCityDefense<br />
| The bonus that the unit gets when defending cities<br />
|-<br />
! iAnimalCombat<br />
| The bonus that the unit gets against Animals, in attack or defence.<br />
|-<br />
! iHillsAttack<br />
| The bonus that the unit gets when attacking hills<br />
|-<br />
! iHillsDefense<br />
| The bonus that the unit gets when defending hills<br />
|-<br />
! TerrainNatives<br />
| '''List tag - not sure what it does'''<br />
|-<br />
! FeatureNatives<br />
| '''List tag - not sure what it does'''<br />
|-<br />
! TerrainAttacks<br />
| Attack bonuses that the unit gets in different terrain<br />
|-<br />
! TerrainDefenses<br />
| Defence bonuses that the unit gets in different terrain<br />
|-<br />
! FeatureAttacks<br />
| Attack bonuses that the unit gets in different features<br />
|-<br />
! FeatureDefenses<br />
| Defence bonuses that the unit gets in different features<br />
|-<br />
! UnitClassAttackMods<br />
| The bonuses/penalties that the unit gets against specific units in attack<br />
|-<br />
! UnitClassDefenseMods<br />
| The bonuses/penalties that the unit gets against specific units in defence<br />
|-<br />
! UnitCombatMods<br />
| The bonuses/penalties that the unit gets against different combats<br />
|-<br />
! UnitCombatCollateralImmunes<br />
| The unit combats that this unit does not recieve collateral damage from<br />
|-<br />
! DomainMods<br />
| The bonuses/penalties that the unit gets against Air, Sea or Land units<br />
|-<br />
! BonusProductionModifiers<br />
| Resources that make the unit produce faster<br />
|-<br />
! iBombRate<br />
| The damage that a unit does when carrying out an Air Bomb mission<br />
|-<br />
! iBombardRate<br />
| The rate at which a unit Bombards a city<br />
|-<br />
! SpecialCargo<br />
| Any types of Special Unit that the unit can carry<br />
|-<br />
! DomainCargo<br />
| The Domains (AIR, SEA, or LAND) that the unit can carry.<br />
|-<br />
! iCargo<br />
| The number of units that the unit can carry<br />
|-<br />
! iConscription<br />
| The number of this unit that can be drafted<br />
|-<br />
! iCultureGarrison<br />
| '''Don't know what this does'''<br />
|-<br />
! iExtraCost<br />
| Affects the cost of the unit<br />
|-<br />
! iAsset<br />
| Affects the AI's behaviour towards it in some way.<br />
|-<br />
! iPower<br />
| Affects the amount that the AI factors it into the equation when determining your military power<br />
|-<br />
|}<br />
<br />
== Art Tags ==<br />
<br />
{| class="wikitable" border="1" style="text-align:left" cellpadding="5"<br />
! iGroupSize<br />
| The number of models in the unit <br />
|-<br />
! fMaxSpeed<br />
| '''Not sure what this does'''<br />
|-<br />
! fPadTime<br />
| '''Not sure what this does'''<br />
|-<br />
! iMeleeWaveSize<br />
| The number of models that engage in melee combat<br />
|-<br />
! iRangedWaveSize<br />
| The number of models that engage in ranged combat at once<br />
! UnitMeshGroups<br />
| Holds the unit's art data<br />
|-<br />
! EarlyArtDefineTag<br />
| From CIV4ArtDefinesUnit - what the unit looks like in-game<br />
|-<br />
! FormationType<br />
| The formation that the unit adopts<br />
|-<br />
|}<br />
<br />
== Ending Tags ==<br />
<br />
{| class="wikitable" border="1" style="text-align:left" cellpadding="5"<br />
|-<br />
! Tag !! Usage<br />
|-<br />
! HotKey<br />
| Never used in the original game - it can be used to define a hotkey for the unit<br />
|-<br />
! bAltDown<br />
| If 1, the hotkey must be used with Alt<br />
|-<br />
! bShiftDown<br />
| If 1, the hotkey must be used with Shift<br />
|-<br />
! bCtrlDown<br />
| If 1, the hotkey must be used with Ctrl<br />
|-<br />
! iHotKeyPriority<br />
| '''Not sure what this does'''<br />
|-<br />
! FreePromotions<br />
| The promotions that this unit starts with<br />
|-<br />
! LeaderPromotions<br />
| Promotions which a certain leader gives this unit<br />
|-<br />
! iLeaderExperience<br />
| The amount of experience which a certain leader gives this unit<br />
|-<br />
|}</div>Flying Pighttps://modiki.civfanatics.com/index.php?title=Civ4UnitInfos&diff=82Civ4UnitInfos2009-05-10T12:23:23Z<p>Flying Pig: </p>
<hr />
<div>The '''Civ4UnitInfos''' XML file controls data related to individual units: for example, a unit's strength value or hammer cost. There are also more detailed options, affecting things like transport capability, prerequisites, and other complex features.<br />
<br />
All tags must be opened and closed; the first is the 'open', the second the 'closed' tag. If nothing goes inside a 'list tag', then it should just be the opening tag with a / before the closing bracket. The following tables contain all available tags, as well as their purpose and accepted values.<br />
<br />
== Header Tags ==<br />
<br />
{| class="wikitable" border="1" style="text-align:left" cellpadding="5"<br />
|-<br />
! Tag !! Usage<br />
|-<br />
! UnitInfos<br />
| This begins and ends the file. Everything must go in between these two, or it will not work.<br />
|-<br />
! UnitInfo<br />
| Each different unit's data is enclosed in a seperate tag like this.<br />
|-<br />
! Class<br />
| The class as defined in CIV4UnitClassInfos.xml. Class is the thing that holds, say, a Swordsman and a Praetorian together; each civilisation can only have one of each class.<br />
|-<br />
! Type<br />
| The name of the unit; which must be unique<br />
|-<br />
! UniqueNames<br />
| Only ever a closing tag. Just put it in, OK?<br />
|-<br />
! Special<br />
| Should be NONE unless it comes under a heading in CIV4SpecialUnitInfos.xml; in which case write that.<br />
|-<br />
! Capture<br />
| Either NONE, or the unit which the unit turns into when captured<br />
|-<br />
! Combat<br />
| The combat, 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.<br />
|-<br />
! Domain<br />
| DOMAIN_ - then AIR, SEA or LAND<br />
|-<br />
! DefaultUnitAI<br />
| The default way in which the AI uses the unit.<br />
|-<br />
! Invisible<br />
| Either NONE (either meaning not invisible or completely invisible, see below) or INVISIBLE_STEALTH or INVISIBLE_SUBMARINE<br />
|-<br />
! SeeInvisible<br />
| Either NONE or a category of invisibility above. Means that the unit can see all units with this type of invisibility<br />
|-<br />
|}<br />
<br />
== Text Tags ==<br />
<br />
<br />
{| class="wikitable" border="1" style="text-align:left" cellpadding="5"<br />
! Description<br />
| Either text or a key from the text files. The name displayed for the unit. <br />
|-<br />
! Civilopedia<br />
| As above for the Civiliopedia entry<br />
|-<br />
! Strategy<br />
| As above for the Sid's Tips, also displayed above the Civilopedia entry<br />
|-<br />
! Advisor<br />
| Almost always ADVISOR_MILITARY; the rationale that the game gives for reccomending the unit.<br />
|}<br />
<br />
== Boolean Tags ==<br />
<br />
All of these can either be 1 (on) or 0 (off)<br />
<br />
{| class="wikitable" border="1" style="text-align:left" cellpadding="5"<br />
|-<br />
! Tag !! Usage<br />
|-<br />
! bAnimal<br />
| The unit is an animal; the Barbarian State controls it, it can spring from anywhere and it cannot enter cultural borders.<br />
|-<br />
! bFood<br />
| A city does not generate food while building this unit<br />
|-<br />
! bNoBadGoodies<br />
| When this unit is entering a Tribal Village, the villagers will never be hostile<br />
|-<br />
! bOnlyDefensive<br />
| This unit cannot attack other units<br />
|-<br />
! bNoCapture<br />
| This unit cannot capture cities<br />
|-<br />
! bQuickCombat<br />
| ALways 0; not sure what it actually does<br />
|-<br />
! bRivalTerritory<br />
| Can explore rival territory<br />
|-<br />
! bMilitaryHappiness<br />
| Counts as a Military Unit in the eyes of the rabble<br />
|-<br />
! bMilitarySupport<br />
| Costs money to maintain as part of your military, affected by Pacifism and the like.<br />
|-<br />
! bMilitaryProduction<br />
| Counts as a military unit for production bonuses/penalties <br />
|-<br />
! bPillage<br />
| Can pillage enemy tiles<br />
|-<br />
! bSpy<br />
| Is a spy<br />
|-<br />
! bSabotage<br />
| Should only be 1 in Vanilla or Warlords; can Sabotage Production<br />
|-<br />
! bDestroy<br />
| Should only be 1 in Vanilla or Warlords; can Destroy Improvement<br />
|-<br />
! bStealPlans<br />
| Should only be 1 in Vanilla or Warlords; can Steal Plans<br />
|-<br />
! bInvestigate<br />
| Should only be 1 in Vanilla or Warlords; can Investigate City<br />
|-<br />
! bCounterSpy<br />
| Should only be 1 in Vanilla or Warlords; can Perform Counterespionage<br />
|-<br />
! bFound<br />
| Can found a city<br />
|-<br />
! bGoldenAge<br />
| Counts as a Great Person to start a Golden Age<br />
|-<br />
! bInvisible<br />
| Is invisible to all units<br />
|-<br />
! bFirstStrikeImmune<br />
| Is immune to all First Strikes<br />
|-<br />
! bNoDefensiveBonus<br />
| Does not receive defensive bonuses<br />
|-<br />
! bIgnoreBuildingDefense<br />
| Ignores defensive bonuses from enemy buildings, like Walls and Castles<br />
|-<br />
! bCanMoveImpassible<br />
| If the unit is a Submarine, it can go under Ice.<br />
|-<br />
! bCanMoveAllTerrain<br />
| Can move across all terrain<br />
|-<br />
! bFlatMovementCost<br />
| Pays a flat movement cost to enter all terrain<br />
|-<br />
! bIgnoreTerrainCost<br />
| Ignores movement penalties from terrain<br />
|-<br />
! bNukeInnume<br />
| Takes no damage from enemy nukes<br />
|-<br />
! bPrereqBonuses<br />
| Needs the mentioned resources to be built (can be NONE)<br />
|-<br />
! bPrereqReligion<br />
| Needs the mentioned religion to be built (can be NONE)<br />
|-<br />
! bMechanized<br />
| Not sure what this does - used for all land units in a vehicle<br />
|-<br />
! bSuicide<br />
| Kills itself upon attacking, like a Kamikaze in the Defence mod<br />
|-<br />
! bHiddenNationality<br />
| Bears no marking of nationality<br />
|-<br />
! bAlwaysHostile<br />
| Can attack enemy units without declaring war, and can be attacked without triggering a war. All nations treat it as an enemy unit.<br />
|}<br />
<br />
All List tags consist of an opening/closing tag, then each entry is in another tag which is the same as the main tag take away the s.<br />
<br />
== List Tags ==<br />
{| class="wikitable" border="1" style="text-align:left" cellpadding="5"<br />
|-<br />
! Tag !! Usage<br />
|-<br />
! UnitClassUpgrades<br />
| The Classes of unit to which this unit upgrades<br />
|- <br />
! UnitClassTargets<br />
| '''Not sure what this one does'''<br />
|-<br />
! UnitCombatTargets<br />
| Does whatever UnitClassTargets does, but is directed at a particular combat<br />
|-<br />
! UnitClassDefenders<br />
| '''Not sure what this one does'''<br />
|-<br />
! UnitCombatDefenders<br />
| Does whatever UnitClassDefenders does, but is directed at a particular combat<br />
|-<br />
! FlankingStrikes<br />
| All unit classes against which the unit gets a Flank Attack<br />
|-<br />
! UnitAIs<br />
| Inside here go the methods which the AI uses to command this unit. It dictates the roles which the unit is good for.<br />
|-<br />
! NotUnitAIs<br />
| As UnitAIs, but for the tasks which the AI will never consider the unit for.<br />
|-<br />
! Builds<br />
| For all the things that the unit can build on tiles; but not wonders that it can build in cities.<br />
|-<br />
! ReligionSpreads<br />
| Put the religions which the unit can spread here, if it is a missionary.<br />
|-<br />
! CorporationSpreads<br />
| Put the Corporations which the unit can spread here, if it is a CEO.<br />
|-<br />
! GreatPeoples<br />
| If the unit can settle in a city, put the type of specialist it becomes here.<br />
|-<br />
! Buildings<br />
| The buildings which the unit can construct in a city.<br />
|-<br />
! ForceBuildings<br />
| '''Not sure what this does'''<br />
|-<br />
|}<br />
<br />
== Prerequisite Tags ==<br />
<br />
{| class="wikitable" border="1" style="text-align:left" cellpadding="5"<br />
|-<br />
! Tag !! Usage<br />
|-<br />
! HolyCity<br />
| If not NONE, then it is the Holy City needed to build the unit<br />
|-<br />
! ReligionType<br />
| For units, always NONE.<br />
|-<br />
! StateReligion<br />
| If not NONE, the State Religion needed to build this unit<br />
|-<br />
! PrereqReligion<br />
| Either NONE, or the religion needed in a city to build this unit<br />
|-<br />
! PrereqCorporation<br />
| Either NONE, or the corporation needed in a city to build this unit<br />
|-<br />
! PrereqBuilding<br />
| Either NONE, or the building needed in a city to build this unit<br />
|-<br />
! PrereqTech<br />
| Either NONE, or the technology that you need to build this unit<br />
|-<br />
! TechTypes<br />
| Used as a list tag to enclose PrereqTech tags.<br />
|-<br />
! BonusType<br />
| The resource needed to build this unit.<br />
|-<br />
! PrereqBonuses<br />
| Used as a list tag to enclose BonusType tags.<br />
|-<br />
! ProductionTraits<br />
| The leader traits which affect production of this unit, along with the value.<br />
|-<br />
! Flavors<br />
| '''The 'flavours' of the unit - not sure what they actually do'''<br />
|-<br />
|}<br />
<br />
== Integer Tags ==<br />
<br />
{| class="wikitable" border="1" style="text-align:left" cellpadding="5"<br />
|-<br />
! Tag !! Usage<br />
|-<br />
! iAIWeight <br />
| The preference given by the AI to this unit, generally for Unique Units.<br />
|-<br />
! iCost<br />
| The cost in hammers of the unit<br />
|-<br />
! HurryCostModifier<br />
| Impacts the Gold Hurry cost of the unit.<br />
|-<br />
! AdvancedStartCost<br />
| The cost in points of the unit on Advanced Start.<br />
|-<br />
! AdvancedStartCostIncrease<br />
| Affects the cost in points of the unit on Advanced Start<br />
|-<br />
! MinAreaSize<br />
| '''Don't know what this does'''<br />
|-<br />
! Moves<br />
| The number of movement points that the unit has.<br />
|-<br />
! bNoRevealMap<br />
| A boolean - if 1, the unit does not reveal any tiles except the one it is currently standing on<br />
|-<br />
! iAirRange<br />
| Only for Air Units; the range at which it can operate<br />
|-<br />
! iAirUnitCap<br />
| Should be 0<br />
|-<br />
! iDropRange<br />
| The range at which the unit can 'jump' from a friendly city<br />
|-<br />
! iNukeRange<br />
| The range at which the 'nuke' can be launched - missiles only<br />
|-<br />
! iWorkRate<br />
| The rate at which the unit improves tiles<br />
|-<br />
! iBaseDiscover<br />
| The rate at which the unit discovers new tiles<br />
|-<br />
! iDiscoverMultiplier<br />
| Affects the rate at which the unit discovers new tiles<br />
|-<br />
! iBaseHurry<br />
| '''Don't know what this does'''<br />
|-<br />
! iHurryMultiplier<br />
| '''Don't know what this does''' - affects the hurry cost in some way.<br />
|-<br />
! iBaseTrade<br />
| The basic amount of money that the unit makes from a Trade Mission<br />
|-<br />
! iTradeMultiplier<br />
| Affects the amount of money that the unit makes from a Trade Mission<br />
|-<br />
! iGreatWorkCulture<br />
| The amount of culture that the unit generates with a Great Work<br />
|-<br />
! iEspionagePoints<br />
| Used for Spies - not sure of the exact effect<br />
|-<br />
|}<br />
<br />
== Miscellaneous Tags ==<br />
<br />
{| class="wikitable" border="1" style="text-align:left" cellpadding="5"<br />
|-<br />
! Tag !! Usage<br />
|-<br />
! TerrainImpassables<br />
| Types of terrain that the unit cannot enter - generally Ocean<br />
|-<br />
! FeatureImpassables<br />
| As above for terrain features - like Forests and Jungle<br />
|-<br />
! TerrainPassableTechs<br />
| With these technologies, the unit can enter the terrain defined in TerrainImpassables<br />
|-<br />
! FeatureImpassables<br />
| With these technologies, the unit can enter the features defined in FeatureImpassables<br />
|-<br />
! iCombat<br />
| The unit's base strength<br />
|-<br />
! iCombatLimit<br />
| Always 100 - purpose unclear<br />
|-<br />
! iAirCombat<br />
| The unit's base strength for Air Units<br />
|-<br />
! iAirCombatLimit<br />
| Always 100 - purpose unclear<br />
|-<br />
! iXPValueAttack<br />
| The value, in Experience Points, that this unit is worth on the attack<br />
|-<br />
! iXPValueDefense<br />
| The value, in Experience Points, that this unit is worth on the defence<br />
|-<br />
! iFirstStrikes<br />
| The number of automatic First Strikes that the unit has<br />
|-<br />
! iChanceFirstStrikes<br />
| The number of First Strike Chances that the unit has<br />
|-<br />
! iInterceptionProbability <br />
| The odds an Air Unit has of intercepting an enemy trying to carry out a mission in the area.<br />
|-<br />
! iEvasionProbability<br />
| For air and parachute units; the odds of evading interception<br />
|-<br />
! iWithdrawalProb<br />
| The amount of Withdrawal Chance that the unit has<br />
|-<br />
! iCollateralDamage<br />
| The amount of Collateral Damage that the unit does<br />
|-<br />
! iCollateralDamageLimit<br />
| The maximum amount of collateral damage that the unit can do; so the minimum Strength that the target can be at.<br />
|-<br />
! iCollateralDamageMaxUnits<br />
| The greatest number of enemy unit that the unit can inflict damage on<br />
|-<br />
! iCityAttack<br />
| The bonus that the unit gets when attacking cities<br />
|-<br />
! iCityDefense<br />
| The bonus that the unit gets when defending cities<br />
|-<br />
! iAnimalCombat<br />
| The bonus that the unit gets against Animals, in attack or defence.<br />
|-<br />
! iHillsAttack<br />
| The bonus that the unit gets when attacking hills<br />
|-<br />
! iHillsDefense<br />
| The bonus that the unit gets when defending hills<br />
|-<br />
! TerrainNatives<br />
| '''List tag - not sure what it does'''<br />
|-<br />
! FeatureNatives<br />
| '''List tag - not sure what it does'''<br />
|-<br />
! TerrainAttacks<br />
| Attack bonuses that the unit gets in different terrain<br />
|-<br />
! TerrainDefenses<br />
| Defence bonuses that the unit gets in different terrain<br />
|-<br />
! FeatureAttacks<br />
| Attack bonuses that the unit gets in different features<br />
|-<br />
! FeatureDefenses<br />
| Defence bonuses that the unit gets in different features<br />
|-<br />
! UnitClassAttackMods<br />
| The bonuses/penalties that the unit gets against specific units in attack<br />
|-<br />
! UnitClassDefenseMods<br />
| The bonuses/penalties that the unit gets against specific units in defence<br />
|-<br />
! UnitCombatMods<br />
| The bonuses/penalties that the unit gets against different combats<br />
|-<br />
! UnitCombatCollateralImmunes<br />
| The unit combats that this unit does not recieve collateral damage from<br />
|-<br />
! DomainMods<br />
| The bonuses/penalties that the unit gets against Air, Sea or Land units<br />
|-<br />
! BonusProductionModifiers<br />
| Resources that make the unit produce faster<br />
|-<br />
! iBombRate<br />
| The damage that a unit does when carrying out an Air Bomb mission<br />
|-<br />
! iBombardRate<br />
| The rate at which a unit Bombards a city<br />
|-<br />
! SpecialCargo<br />
| Any types of Special Unit that the unit can carry<br />
|-<br />
! DomainCargo<br />
| The Domains (AIR, SEA, or LAND) that the unit can carry.<br />
|-<br />
! iCargo<br />
| The number of units that the unit can carry<br />
|-<br />
! iConscription<br />
| The number of this unit that can be drafted<br />
|-<br />
! iCultureGarrison<br />
| '''Don't know what this does'''<br />
|-<br />
! iExtraCost<br />
| Affects the cost of the unit<br />
|-<br />
! iAsset<br />
| Affects the AI's behaviour towards it in some way.<br />
|-<br />
! iPower<br />
| Affects the amount that the AI factors it into the equation when determining your military power<br />
|-<br />
|}<br />
<br />
== Art Tags ==<br />
<br />
{| class="wikitable" border="1" style="text-align:left" cellpadding="5"<br />
! iGroupSize<br />
| The number of models in the unit <br />
|-<br />
! fMaxSpeed<br />
| '''Not sure what this does'''<br />
|-<br />
! fPadTime<br />
| '''Not sure what this does'''<br />
|-<br />
! iMeleeWaveSize<br />
| The number of models that engage in melee combat<br />
|-<br />
! iRangedWaveSize<br />
| The number of models that engage in ranged combat at once<br />
! UnitMeshGroups<br />
| Holds the unit's art data<br />
|-<br />
! EarlyArtDefineTag<br />
| From CIV4ArtDefinesUnit - what the unit looks like in-game<br />
|-<br />
! FormationType<br />
| The formation that the unit adopts<br />
|-<br />
|}<br />
<br />
== Ending Tags ==<br />
<br />
! HotKey<br />
| The button<br />
|-<br />
<FormationType>FORMATION_TYPE_ANIMAL</FormationType><br />
<HotKey/><br />
<bAltDown>0</bAltDown><br />
<bShiftDown>0</bShiftDown><br />
<bCtrlDown>0</bCtrlDown><br />
<iHotKeyPriority>0</iHotKeyPriority><br />
<FreePromotions/><br />
<LeaderPromotion>NONE</LeaderPromotion><br />
<iLeaderExperience>0</iLeaderExperience></div>Flying Pighttps://modiki.civfanatics.com/index.php?title=Civ4UnitInfos&diff=80Civ4UnitInfos2009-05-10T11:28:57Z<p>Flying Pig: /* Prerequisite Tags */</p>
<hr />
<div>The '''Civ4UnitInfos''' XML file controls data related to individual units: for example, a unit's strength value or hammer cost. There are also more detailed options, affecting things like transport capability, prerequisites, and other complex features.<br />
<br />
All tags must be opened and closed; the first is the 'open', the second the 'closed' tag. If nothing goes inside a 'list tag', then it should just be the opening tag with a / before the closing bracket. The following tables contain all available tags, as well as their purpose and accepted values.<br />
<br />
== Header Tags ==<br />
<br />
{| class="wikitable" border="1" style="text-align:left" cellpadding="5"<br />
|-<br />
! Tag !! Usage<br />
|-<br />
! UnitInfos<br />
| This begins and ends the file. Everything must go in between these two, or it will not work.<br />
|-<br />
! UnitInfo<br />
| Each different unit's data is enclosed in a seperate tag like this.<br />
|-<br />
! Class<br />
| The class as defined in CIV4UnitClassInfos.xml. Class is the thing that holds, say, a Swordsman and a Praetorian together; each civilisation can only have one of each class.<br />
|-<br />
! Type<br />
| The name of the unit; which must be unique<br />
|-<br />
! UniqueNames<br />
| Only ever a closing tag. Just put it in, OK?<br />
|-<br />
! Special<br />
| Should be NONE unless it comes under a heading in CIV4SpecialUnitInfos.xml; in which case write that.<br />
|-<br />
! Capture<br />
| Either NONE, or the unit which the unit turns into when captured<br />
|-<br />
! Combat<br />
| The combat, 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.<br />
|-<br />
! Domain<br />
| DOMAIN_ - then AIR, SEA or LAND<br />
|-<br />
! DefaultUnitAI<br />
| The default way in which the AI uses the unit.<br />
|-<br />
! Invisible<br />
| Either NONE (either meaning not invisible or completely invisible, see below) or INVISIBLE_STEALTH or INVISIBLE_SUBMARINE<br />
|-<br />
! SeeInvisible<br />
| Either NONE or a category of invisibility above. Means that the unit can see all units with this type of invisibility<br />
|-<br />
|}<br />
<br />
== Text Tags ==<br />
<br />
<br />
{| class="wikitable" border="1" style="text-align:left" cellpadding="5"<br />
! Description<br />
| Either text or a key from the text files. The name displayed for the unit. <br />
|-<br />
! Civilopedia<br />
| As above for the Civiliopedia entry<br />
|-<br />
! Strategy<br />
| As above for the Sid's Tips, also displayed above the Civilopedia entry<br />
|-<br />
! Advisor<br />
| Almost always ADVISOR_MILITARY; the rationale that the game gives for reccomending the unit.<br />
|}<br />
<br />
== Boolean Tags ==<br />
<br />
All of these can either be 1 (on) or 0 (off)<br />
<br />
{| class="wikitable" border="1" style="text-align:left" cellpadding="5"<br />
|-<br />
! Tag !! Usage<br />
|-<br />
! bAnimal<br />
| The unit is an animal; the Barbarian State controls it, it can spring from anywhere and it cannot enter cultural borders.<br />
|-<br />
! bFood<br />
| A city does not generate food while building this unit<br />
|-<br />
! bNoBadGoodies<br />
| When this unit is entering a Tribal Village, the villagers will never be hostile<br />
|-<br />
! bOnlyDefensive<br />
| This unit cannot attack other units<br />
|-<br />
! bNoCapture<br />
| This unit cannot capture cities<br />
|-<br />
! bQuickCombat<br />
| ALways 0; not sure what it actually does<br />
|-<br />
! bRivalTerritory<br />
| Can explore rival territory<br />
|-<br />
! bMilitaryHappiness<br />
| Counts as a Military Unit in the eyes of the rabble<br />
|-<br />
! bMilitarySupport<br />
| Costs money to maintain as part of your military, affected by Pacifism and the like.<br />
|-<br />
! bMilitaryProduction<br />
| Counts as a military unit for production bonuses/penalties <br />
|-<br />
! bPillage<br />
| Can pillage enemy tiles<br />
|-<br />
! bSpy<br />
| Is a spy<br />
|-<br />
! bSabotage<br />
| Should only be 1 in Vanilla or Warlords; can Sabotage Production<br />
|-<br />
! bDestroy<br />
| Should only be 1 in Vanilla or Warlords; can Destroy Improvement<br />
|-<br />
! bStealPlans<br />
| Should only be 1 in Vanilla or Warlords; can Steal Plans<br />
|-<br />
! bInvestigate<br />
| Should only be 1 in Vanilla or Warlords; can Investigate City<br />
|-<br />
! bCounterSpy<br />
| Should only be 1 in Vanilla or Warlords; can Perform Counterespionage<br />
|-<br />
! bFound<br />
| Can found a city<br />
|-<br />
! bGoldenAge<br />
| Counts as a Great Person to start a Golden Age<br />
|-<br />
! bInvisible<br />
| Is invisible to all units<br />
|-<br />
! bFirstStrikeImmune<br />
| Is immune to all First Strikes<br />
|-<br />
! bNoDefensiveBonus<br />
| Does not receive defensive bonuses<br />
|-<br />
! bIgnoreBuildingDefense<br />
| Ignores defensive bonuses from enemy buildings, like Walls and Castles<br />
|-<br />
! bCanMoveImpassible<br />
| If the unit is a Submarine, it can go under Ice.<br />
|-<br />
! bCanMoveAllTerrain<br />
| Can move across all terrain<br />
|-<br />
! bFlatMovementCost<br />
| Pays a flat movement cost to enter all terrain<br />
|-<br />
! bIgnoreTerrainCost<br />
| Ignores movement penalties from terrain<br />
|-<br />
! bNukeInnume<br />
| Takes no damage from enemy nukes<br />
|-<br />
! bPrereqBonuses<br />
| Needs the mentioned resources to be built (can be NONE)<br />
|-<br />
! bPrereqReligion<br />
| Needs the mentioned religion to be built (can be NONE)<br />
|-<br />
! bMechanized<br />
| Not sure what this does - used for all land units in a vehicle<br />
|-<br />
! bSuicide<br />
| Kills itself upon attacking, like a Kamikaze in the Defence mod<br />
|-<br />
! bHiddenNationality<br />
| Bears no marking of nationality<br />
|-<br />
! bAlwaysHostile<br />
| Can attack enemy units without declaring war, and can be attacked without triggering a war. All nations treat it as an enemy unit.<br />
|}<br />
<br />
All List tags consist of an opening/closing tag, then each entry is in another tag which is the same as the main tag take away the s.<br />
<br />
== List Tags ==<br />
{| class="wikitable" border="1" style="text-align:left" cellpadding="5"<br />
|-<br />
! Tag !! Usage<br />
|-<br />
! UnitClassUpgrades<br />
| The Classes of unit to which this unit upgrades<br />
|- <br />
! UnitClassTargets<br />
| '''Not sure what this one does'''<br />
|-<br />
! UnitCombatTargets<br />
| Does whatever UnitClassTargets does, but is directed at a particular combat<br />
|-<br />
! UnitClassDefenders<br />
| '''Not sure what this one does'''<br />
|-<br />
! UnitCombatDefenders<br />
| Does whatever UnitClassDefenders does, but is directed at a particular combat<br />
|-<br />
! FlankingStrikes<br />
| All unit classes against which the unit gets a Flank Attack<br />
|-<br />
! UnitAIs<br />
| Inside here go the methods which the AI uses to command this unit. It dictates the roles which the unit is good for.<br />
|-<br />
! NotUnitAIs<br />
| As UnitAIs, but for the tasks which the AI will never consider the unit for.<br />
|-<br />
! Builds<br />
| For all the things that the unit can build on tiles; but not wonders that it can build in cities.<br />
|-<br />
! ReligionSpreads<br />
| Put the religions which the unit can spread here, if it is a missionary.<br />
|-<br />
! CorporationSpreads<br />
| Put the Corporations which the unit can spread here, if it is a CEO.<br />
|-<br />
! GreatPeoples<br />
| If the unit can settle in a city, put the type of specialist it becomes here.<br />
|-<br />
! Buildings<br />
| The buildings which the unit can construct in a city.<br />
|-<br />
! ForceBuildings<br />
| '''Not sure what this does'''<br />
|-<br />
|}<br />
<br />
== Prerequisite Tags ==<br />
<br />
{| class="wikitable" border="1" style="text-align:left" cellpadding="5"<br />
|-<br />
! Tag !! Usage<br />
|-<br />
! HolyCity<br />
| If not NONE, then it is the Holy City needed to build the unit<br />
|-<br />
! ReligionType<br />
| For units, always NONE.<br />
|-<br />
! StateReligion<br />
| If not NONE, the State Religion needed to build this unit<br />
|-<br />
! PrereqReligion<br />
| Either NONE, or the religion needed in a city to build this unit<br />
|-<br />
! PrereqCorporation<br />
| Either NONE, or the corporation needed in a city to build this unit<br />
|-<br />
! PrereqBuilding<br />
| Either NONE, or the building needed in a city to build this unit<br />
|-<br />
! PrereqTech<br />
| Either NONE, or the technology that you need to build this unit<br />
|-<br />
! TechTypes<br />
| Used as a list tag to enclose PrereqTech tags.<br />
|-<br />
! BonusType<br />
| The resource needed to build this unit.<br />
|-<br />
! PrereqBonuses<br />
| Used as a list tag to enclose BonusType tags.<br />
|-<br />
! ProductionTraits<br />
| The leader traits which affect production of this unit, along with the value.<br />
|-<br />
! Flavors<br />
| '''The 'flavours' of the unit - not sure what they actually do'''<br />
|-<br />
|}<br />
<br />
== Integer Tags ==<br />
<br />
== Miscellaneous Tags ==<br />
<br />
== Art Tags ==<br />
<br />
<br />
----<br />
<br />
Integer Tags <br />
<br />
<br />
<iAIWeight></iAIWeight> The preference given by the AI to this unit<br /><br /><br />
<iCost></iCost> The cost in hammers of the unit<br /><br /><br />
<iHurryCostModifier></iHurryCostModifier> The number by which you multiply the cost to get the hurry cost<br /><br /><br />
<iAdvancedStartCost></iAdvancedStartCost> The cost on Advanced Start<br /><br /><br />
<iAdvancedStartCostIncrease></iAdvancedStartCostIncrease> The increase in cost on Advanced Start<br /><br /><br />
<iMinAreaSize></iMinAreaSize> Don't know what this does<br /><br /><br />
<iMoves></iMoves>The number of moves a unit has<br /><br /><br />
<bNoRevealMap></bNoRevealMap> If 1, the unit does not reveal the map <br /><br /><br />
<iAirRange></iAirRange> For Air Units, the range<br /><br /><br />
<iAirUnitCap></iAirUnitCap> Should be 0 <br /><br /><br />
<iDropRange></iDropRange> The range which the unit can parachute-jump<br /><br /><br />
<iNukeRange></iNukeRange> The range at which the 'nuke' can be launched (0 for non-nukes)<br /><br /><br />
<iWorkRate></iWorkRate> The rate at which the unit improves tiles<br /><br /><br />
<iBaseDiscover></iBaseDiscover> The rate at which a unit discovers tiles <br /><br /><br />
<iDiscoverMultiplier></iDiscoverMultiplier> Affects the rate at which the unit discovers tiles<br /><br /><br />
<iBaseHurry></iBaseHurry> No idea<br /><br /><br />
<iHurryMultiplier></iHurryMultiplier> Like <iDiscoverMultiplier><br /><br /><br />
<iBaseTrade></iBaseTrade> No idea<br /><br /><br />
<iTradeMultiplier></iTradeMultiplier> See above <br /><br /><br />
<iGreatWorkCulture></iGreatWorkCulture> The amount of culture that the unit can generate from a Great Work<br /><br /><br />
<iEspionagePoints></iEspionagePoints> Used for spies <br /><br /><br />
<TerrainImpassables></TerrainImpassables><br /><br /><br />
<FeatureImpassables/><br /><br /><br />
<TerrainPassableTechs/><br /><br /><br />
<FeaturePassableTechs/><br /><br /><br />
<iCombat>2</iCombat><br /><br /><br />
<iCombatLimit>100</iCombatLimit><br /><br /><br />
<iAirCombat>0</iAirCombat><br /><br /><br />
<iAirCombatLimit>0</iAirCombatLimit><br /><br /><br />
<iXPValueAttack>4</iXPValueAttack><br /><br /><br />
<iXPValueDefense>2</iXPValueDefense><br /><br /><br />
<iFirstStrikes>0</iFirstStrikes><br /><br /><br />
<iChanceFirstStrikes>0</iChanceFirstStrikes><br /><br /><br />
<iInterceptionProbability>0</iInterceptionProbability><br /><br /><br />
<iEvasionProbability>0</iEvasionProbability><br /><br /><br />
<iWithdrawalProb>0</iWithdrawalProb><br /><br /><br />
<iCollateralDamage>0</iCollateralDamage><br /><br /><br />
<iCollateralDamageLimit>0</iCollateralDamageLimit><br /><br /><br />
<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits><br /><br /><br />
<iCityAttack>0</iCityAttack><br /><br /><br />
<iCityDefense>0</iCityDefense><br /><br /><br />
<iAnimalCombat>0</iAnimalCombat><br /><br /><br />
<iHillsAttack>0</iHillsAttack><br /><br /><br />
<iHillsDefense>0</iHillsDefense><br /><br /><br />
<TerrainNatives><br /><br /><br />
<TerrainNative></TerrainNative><br /><br /><br />
<FeatureNatives/><br /><br /><br />
<TerrainAttacks/><br /><br /><br />
<TerrainDefenses/><br /><br /><br />
<FeatureAttacks/><br /><br /><br />
<FeatureDefenses/><br /><br /><br />
<UnitClassAttackMods/><br /><br /><br />
<UnitClassDefenseMods/><br /><br /><br />
<UnitCombatMods/><br /><br /><br />
<UnitCombatCollateralImmunes/><br /><br /><br />
<DomainMods/><br /><br /><br />
<BonusProductionModifiers/><br /><br /><br />
<iBombRate>0</iBombRate><br /><br /><br />
<iBombardRate>0</iBombardRate><br /><br /><br />
<SpecialCargo>NONE</SpecialCargo><br /><br /><br />
<DomainCargo>NONE</DomainCargo><br /><br /><br />
'''<iCargo></iCargo>''' The number of units that it can carry<br /><br /><br />
<br />
<br />
Misc Tags <br />
<br />
'''<iConscription></iConscription>''' If 1, the unit can be Drafted <br /><br /><br />
<iCultureGarrison></iCultureGarrison> Don't know what this does <br /><br /><br />
<iExtraCost></iExtraCost><br />
<iAsset>0</iAsset><br />
<iPower>0</iPower><br />
<br />
<br />
Art Tags <br />
<br />
<br />
<UnitMeshGroups><br />
<iGroupSize>3</iGroupSize><br />
<fMaxSpeed>1.75</fMaxSpeed><br />
<fPadTime>1</fPadTime><br />
<iMeleeWaveSize>3</iMeleeWaveSize><br />
<iRangedWaveSize>0</iRangedWaveSize><br />
<UnitMeshGroup><br />
<iRequired>3</iRequired><br />
<EarlyArtDefineTag>ART_DEF_UNIT_LION</EarlyArtDefineTag><br />
</UnitMeshGroup><br />
</UnitMeshGroups><br />
<FormationType>FORMATION_TYPE_ANIMAL</FormationType><br />
<HotKey/><br />
<bAltDown>0</bAltDown><br />
<bShiftDown>0</bShiftDown><br />
<bCtrlDown>0</bCtrlDown><br />
<iHotKeyPriority>0</iHotKeyPriority><br />
<FreePromotions/><br />
<LeaderPromotion>NONE</LeaderPromotion><br />
<iLeaderExperience>0</iLeaderExperience></div>Flying Pighttps://modiki.civfanatics.com/index.php?title=Civ4UnitInfos&diff=79Civ4UnitInfos2009-05-10T11:23:26Z<p>Flying Pig: /* Art Tags */</p>
<hr />
<div>The '''Civ4UnitInfos''' XML file controls data related to individual units: for example, a unit's strength value or hammer cost. There are also more detailed options, affecting things like transport capability, prerequisites, and other complex features.<br />
<br />
All tags must be opened and closed; the first is the 'open', the second the 'closed' tag. If nothing goes inside a 'list tag', then it should just be the opening tag with a / before the closing bracket. The following tables contain all available tags, as well as their purpose and accepted values.<br />
<br />
== Header Tags ==<br />
<br />
{| class="wikitable" border="1" style="text-align:left" cellpadding="5"<br />
|-<br />
! Tag !! Usage<br />
|-<br />
! UnitInfos<br />
| This begins and ends the file. Everything must go in between these two, or it will not work.<br />
|-<br />
! UnitInfo<br />
| Each different unit's data is enclosed in a seperate tag like this.<br />
|-<br />
! Class<br />
| The class as defined in CIV4UnitClassInfos.xml. Class is the thing that holds, say, a Swordsman and a Praetorian together; each civilisation can only have one of each class.<br />
|-<br />
! Type<br />
| The name of the unit; which must be unique<br />
|-<br />
! UniqueNames<br />
| Only ever a closing tag. Just put it in, OK?<br />
|-<br />
! Special<br />
| Should be NONE unless it comes under a heading in CIV4SpecialUnitInfos.xml; in which case write that.<br />
|-<br />
! Capture<br />
| Either NONE, or the unit which the unit turns into when captured<br />
|-<br />
! Combat<br />
| The combat, 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.<br />
|-<br />
! Domain<br />
| DOMAIN_ - then AIR, SEA or LAND<br />
|-<br />
! DefaultUnitAI<br />
| The default way in which the AI uses the unit.<br />
|-<br />
! Invisible<br />
| Either NONE (either meaning not invisible or completely invisible, see below) or INVISIBLE_STEALTH or INVISIBLE_SUBMARINE<br />
|-<br />
! SeeInvisible<br />
| Either NONE or a category of invisibility above. Means that the unit can see all units with this type of invisibility<br />
|-<br />
|}<br />
<br />
== Text Tags ==<br />
<br />
<br />
{| class="wikitable" border="1" style="text-align:left" cellpadding="5"<br />
! Description<br />
| Either text or a key from the text files. The name displayed for the unit. <br />
|-<br />
! Civilopedia<br />
| As above for the Civiliopedia entry<br />
|-<br />
! Strategy<br />
| As above for the Sid's Tips, also displayed above the Civilopedia entry<br />
|-<br />
! Advisor<br />
| Almost always ADVISOR_MILITARY; the rationale that the game gives for reccomending the unit.<br />
|}<br />
<br />
== Boolean Tags ==<br />
<br />
All of these can either be 1 (on) or 0 (off)<br />
<br />
{| class="wikitable" border="1" style="text-align:left" cellpadding="5"<br />
|-<br />
! Tag !! Usage<br />
|-<br />
! bAnimal<br />
| The unit is an animal; the Barbarian State controls it, it can spring from anywhere and it cannot enter cultural borders.<br />
|-<br />
! bFood<br />
| A city does not generate food while building this unit<br />
|-<br />
! bNoBadGoodies<br />
| When this unit is entering a Tribal Village, the villagers will never be hostile<br />
|-<br />
! bOnlyDefensive<br />
| This unit cannot attack other units<br />
|-<br />
! bNoCapture<br />
| This unit cannot capture cities<br />
|-<br />
! bQuickCombat<br />
| ALways 0; not sure what it actually does<br />
|-<br />
! bRivalTerritory<br />
| Can explore rival territory<br />
|-<br />
! bMilitaryHappiness<br />
| Counts as a Military Unit in the eyes of the rabble<br />
|-<br />
! bMilitarySupport<br />
| Costs money to maintain as part of your military, affected by Pacifism and the like.<br />
|-<br />
! bMilitaryProduction<br />
| Counts as a military unit for production bonuses/penalties <br />
|-<br />
! bPillage<br />
| Can pillage enemy tiles<br />
|-<br />
! bSpy<br />
| Is a spy<br />
|-<br />
! bSabotage<br />
| Should only be 1 in Vanilla or Warlords; can Sabotage Production<br />
|-<br />
! bDestroy<br />
| Should only be 1 in Vanilla or Warlords; can Destroy Improvement<br />
|-<br />
! bStealPlans<br />
| Should only be 1 in Vanilla or Warlords; can Steal Plans<br />
|-<br />
! bInvestigate<br />
| Should only be 1 in Vanilla or Warlords; can Investigate City<br />
|-<br />
! bCounterSpy<br />
| Should only be 1 in Vanilla or Warlords; can Perform Counterespionage<br />
|-<br />
! bFound<br />
| Can found a city<br />
|-<br />
! bGoldenAge<br />
| Counts as a Great Person to start a Golden Age<br />
|-<br />
! bInvisible<br />
| Is invisible to all units<br />
|-<br />
! bFirstStrikeImmune<br />
| Is immune to all First Strikes<br />
|-<br />
! bNoDefensiveBonus<br />
| Does not receive defensive bonuses<br />
|-<br />
! bIgnoreBuildingDefense<br />
| Ignores defensive bonuses from enemy buildings, like Walls and Castles<br />
|-<br />
! bCanMoveImpassible<br />
| If the unit is a Submarine, it can go under Ice.<br />
|-<br />
! bCanMoveAllTerrain<br />
| Can move across all terrain<br />
|-<br />
! bFlatMovementCost<br />
| Pays a flat movement cost to enter all terrain<br />
|-<br />
! bIgnoreTerrainCost<br />
| Ignores movement penalties from terrain<br />
|-<br />
! bNukeInnume<br />
| Takes no damage from enemy nukes<br />
|-<br />
! bPrereqBonuses<br />
| Needs the mentioned resources to be built (can be NONE)<br />
|-<br />
! bPrereqReligion<br />
| Needs the mentioned religion to be built (can be NONE)<br />
|-<br />
! bMechanized<br />
| Not sure what this does - used for all land units in a vehicle<br />
|-<br />
! bSuicide<br />
| Kills itself upon attacking, like a Kamikaze in the Defence mod<br />
|-<br />
! bHiddenNationality<br />
| Bears no marking of nationality<br />
|-<br />
! bAlwaysHostile<br />
| Can attack enemy units without declaring war, and can be attacked without triggering a war. All nations treat it as an enemy unit.<br />
|}<br />
<br />
All List tags consist of an opening/closing tag, then each entry is in another tag which is the same as the main tag take away the s.<br />
<br />
== List Tags ==<br />
{| class="wikitable" border="1" style="text-align:left" cellpadding="5"<br />
|-<br />
! Tag !! Usage<br />
|-<br />
! UnitClassUpgrades<br />
| The Classes of unit to which this unit upgrades<br />
|- <br />
! UnitClassTargets<br />
| '''Not sure what this one does'''<br />
|-<br />
! UnitCombatTargets<br />
| Does whatever UnitClassTargets does, but is directed at a particular combat<br />
|-<br />
! UnitClassDefenders<br />
| '''Not sure what this one does'''<br />
|-<br />
! UnitCombatDefenders<br />
| Does whatever UnitClassDefenders does, but is directed at a particular combat<br />
|-<br />
! FlankingStrikes<br />
| All unit classes against which the unit gets a Flank Attack<br />
|-<br />
! UnitAIs<br />
| Inside here go the methods which the AI uses to command this unit. It dictates the roles which the unit is good for.<br />
|-<br />
! NotUnitAIs<br />
| As UnitAIs, but for the tasks which the AI will never consider the unit for.<br />
|-<br />
! Builds<br />
| For all the things that the unit can build on tiles; but not wonders that it can build in cities.<br />
|-<br />
! ReligionSpreads<br />
| Put the religions which the unit can spread here, if it is a missionary.<br />
|-<br />
! CorporationSpreads<br />
| Put the Corporations which the unit can spread here, if it is a CEO.<br />
|-<br />
! GreatPeoples<br />
| If the unit can settle in a city, put the type of specialist it becomes here.<br />
|-<br />
! Buildings<br />
| The buildings which the unit can construct in a city.<br />
|-<br />
! ForceBuildings<br />
| '''Not sure what this does'''<br />
|-<br />
|}<br />
<br />
== Prerequisite Tags ==<br />
<br />
== Integer Tags ==<br />
<br />
== Miscellaneous Tags ==<br />
<br />
== Art Tags ==<br />
<br />
<br />
----<br />
<br />
Integer Tags <br />
<br />
<br />
<iAIWeight></iAIWeight> The preference given by the AI to this unit<br /><br /><br />
<iCost></iCost> The cost in hammers of the unit<br /><br /><br />
<iHurryCostModifier></iHurryCostModifier> The number by which you multiply the cost to get the hurry cost<br /><br /><br />
<iAdvancedStartCost></iAdvancedStartCost> The cost on Advanced Start<br /><br /><br />
<iAdvancedStartCostIncrease></iAdvancedStartCostIncrease> The increase in cost on Advanced Start<br /><br /><br />
<iMinAreaSize></iMinAreaSize> Don't know what this does<br /><br /><br />
<iMoves></iMoves>The number of moves a unit has<br /><br /><br />
<bNoRevealMap></bNoRevealMap> If 1, the unit does not reveal the map <br /><br /><br />
<iAirRange></iAirRange> For Air Units, the range<br /><br /><br />
<iAirUnitCap></iAirUnitCap> Should be 0 <br /><br /><br />
<iDropRange></iDropRange> The range which the unit can parachute-jump<br /><br /><br />
<iNukeRange></iNukeRange> The range at which the 'nuke' can be launched (0 for non-nukes)<br /><br /><br />
<iWorkRate></iWorkRate> The rate at which the unit improves tiles<br /><br /><br />
<iBaseDiscover></iBaseDiscover> The rate at which a unit discovers tiles <br /><br /><br />
<iDiscoverMultiplier></iDiscoverMultiplier> Affects the rate at which the unit discovers tiles<br /><br /><br />
<iBaseHurry></iBaseHurry> No idea<br /><br /><br />
<iHurryMultiplier></iHurryMultiplier> Like <iDiscoverMultiplier><br /><br /><br />
<iBaseTrade></iBaseTrade> No idea<br /><br /><br />
<iTradeMultiplier></iTradeMultiplier> See above <br /><br /><br />
<iGreatWorkCulture></iGreatWorkCulture> The amount of culture that the unit can generate from a Great Work<br /><br /><br />
<iEspionagePoints></iEspionagePoints> Used for spies <br /><br /><br />
<TerrainImpassables></TerrainImpassables><br /><br /><br />
<FeatureImpassables/><br /><br /><br />
<TerrainPassableTechs/><br /><br /><br />
<FeaturePassableTechs/><br /><br /><br />
<iCombat>2</iCombat><br /><br /><br />
<iCombatLimit>100</iCombatLimit><br /><br /><br />
<iAirCombat>0</iAirCombat><br /><br /><br />
<iAirCombatLimit>0</iAirCombatLimit><br /><br /><br />
<iXPValueAttack>4</iXPValueAttack><br /><br /><br />
<iXPValueDefense>2</iXPValueDefense><br /><br /><br />
<iFirstStrikes>0</iFirstStrikes><br /><br /><br />
<iChanceFirstStrikes>0</iChanceFirstStrikes><br /><br /><br />
<iInterceptionProbability>0</iInterceptionProbability><br /><br /><br />
<iEvasionProbability>0</iEvasionProbability><br /><br /><br />
<iWithdrawalProb>0</iWithdrawalProb><br /><br /><br />
<iCollateralDamage>0</iCollateralDamage><br /><br /><br />
<iCollateralDamageLimit>0</iCollateralDamageLimit><br /><br /><br />
<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits><br /><br /><br />
<iCityAttack>0</iCityAttack><br /><br /><br />
<iCityDefense>0</iCityDefense><br /><br /><br />
<iAnimalCombat>0</iAnimalCombat><br /><br /><br />
<iHillsAttack>0</iHillsAttack><br /><br /><br />
<iHillsDefense>0</iHillsDefense><br /><br /><br />
<TerrainNatives><br /><br /><br />
<TerrainNative></TerrainNative><br /><br /><br />
<FeatureNatives/><br /><br /><br />
<TerrainAttacks/><br /><br /><br />
<TerrainDefenses/><br /><br /><br />
<FeatureAttacks/><br /><br /><br />
<FeatureDefenses/><br /><br /><br />
<UnitClassAttackMods/><br /><br /><br />
<UnitClassDefenseMods/><br /><br /><br />
<UnitCombatMods/><br /><br /><br />
<UnitCombatCollateralImmunes/><br /><br /><br />
<DomainMods/><br /><br /><br />
<BonusProductionModifiers/><br /><br /><br />
<iBombRate>0</iBombRate><br /><br /><br />
<iBombardRate>0</iBombardRate><br /><br /><br />
<SpecialCargo>NONE</SpecialCargo><br /><br /><br />
<DomainCargo>NONE</DomainCargo><br /><br /><br />
'''<iCargo></iCargo>''' The number of units that it can carry<br /><br /><br />
<br />
<br />
Misc Tags <br />
<br />
'''<iConscription></iConscription>''' If 1, the unit can be Drafted <br /><br /><br />
<iCultureGarrison></iCultureGarrison> Don't know what this does <br /><br /><br />
<iExtraCost></iExtraCost><br />
<iAsset>0</iAsset><br />
<iPower>0</iPower><br />
<br />
<br />
Art Tags <br />
<br />
<br />
<UnitMeshGroups><br />
<iGroupSize>3</iGroupSize><br />
<fMaxSpeed>1.75</fMaxSpeed><br />
<fPadTime>1</fPadTime><br />
<iMeleeWaveSize>3</iMeleeWaveSize><br />
<iRangedWaveSize>0</iRangedWaveSize><br />
<UnitMeshGroup><br />
<iRequired>3</iRequired><br />
<EarlyArtDefineTag>ART_DEF_UNIT_LION</EarlyArtDefineTag><br />
</UnitMeshGroup><br />
</UnitMeshGroups><br />
<FormationType>FORMATION_TYPE_ANIMAL</FormationType><br />
<HotKey/><br />
<bAltDown>0</bAltDown><br />
<bShiftDown>0</bShiftDown><br />
<bCtrlDown>0</bCtrlDown><br />
<iHotKeyPriority>0</iHotKeyPriority><br />
<FreePromotions/><br />
<LeaderPromotion>NONE</LeaderPromotion><br />
<iLeaderExperience>0</iLeaderExperience></div>Flying Pighttps://modiki.civfanatics.com/index.php?title=Civ4UnitInfos&diff=78Civ4UnitInfos2009-05-10T11:17:56Z<p>Flying Pig: /* Art Tags */</p>
<hr />
<div>The '''Civ4UnitInfos''' XML file controls data related to individual units: for example, a unit's strength value or hammer cost. There are also more detailed options, affecting things like transport capability, prerequisites, and other complex features.<br />
<br />
All tags must be opened and closed; the first is the 'open', the second the 'closed' tag. If nothing goes inside a 'list tag', then it should just be the opening tag with a / before the closing bracket. The following tables contain all available tags, as well as their purpose and accepted values.<br />
<br />
== Header Tags ==<br />
<br />
{| class="wikitable" border="1" style="text-align:left" cellpadding="5"<br />
|-<br />
! Tag !! Usage<br />
|-<br />
! UnitInfos<br />
| This begins and ends the file. Everything must go in between these two, or it will not work.<br />
|-<br />
! UnitInfo<br />
| Each different unit's data is enclosed in a seperate tag like this.<br />
|-<br />
! Class<br />
| The class as defined in CIV4UnitClassInfos.xml. Class is the thing that holds, say, a Swordsman and a Praetorian together; each civilisation can only have one of each class.<br />
|-<br />
! Type<br />
| The name of the unit; which must be unique<br />
|-<br />
! UniqueNames<br />
| Only ever a closing tag. Just put it in, OK?<br />
|-<br />
! Special<br />
| Should be NONE unless it comes under a heading in CIV4SpecialUnitInfos.xml; in which case write that.<br />
|-<br />
! Capture<br />
| Either NONE, or the unit which the unit turns into when captured<br />
|-<br />
! Combat<br />
| The combat, 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.<br />
|-<br />
! Domain<br />
| DOMAIN_ - then AIR, SEA or LAND<br />
|-<br />
! DefaultUnitAI<br />
| The default way in which the AI uses the unit.<br />
|-<br />
! Invisible<br />
| Either NONE (either meaning not invisible or completely invisible, see below) or INVISIBLE_STEALTH or INVISIBLE_SUBMARINE<br />
|-<br />
! SeeInvisible<br />
| Either NONE or a category of invisibility above. Means that the unit can see all units with this type of invisibility<br />
|-<br />
|}<br />
<br />
== Text Tags ==<br />
<br />
<br />
{| class="wikitable" border="1" style="text-align:left" cellpadding="5"<br />
! Description<br />
| Either text or a key from the text files. The name displayed for the unit. <br />
|-<br />
! Civilopedia<br />
| As above for the Civiliopedia entry<br />
|-<br />
! Strategy<br />
| As above for the Sid's Tips, also displayed above the Civilopedia entry<br />
|-<br />
! Advisor<br />
| Almost always ADVISOR_MILITARY; the rationale that the game gives for reccomending the unit.<br />
|}<br />
<br />
== Boolean Tags ==<br />
<br />
All of these can either be 1 (on) or 0 (off)<br />
<br />
{| class="wikitable" border="1" style="text-align:left" cellpadding="5"<br />
|-<br />
! Tag !! Usage<br />
|-<br />
! bAnimal<br />
| The unit is an animal; the Barbarian State controls it, it can spring from anywhere and it cannot enter cultural borders.<br />
|-<br />
! bFood<br />
| A city does not generate food while building this unit<br />
|-<br />
! bNoBadGoodies<br />
| When this unit is entering a Tribal Village, the villagers will never be hostile<br />
|-<br />
! bOnlyDefensive<br />
| This unit cannot attack other units<br />
|-<br />
! bNoCapture<br />
| This unit cannot capture cities<br />
|-<br />
! bQuickCombat<br />
| ALways 0; not sure what it actually does<br />
|-<br />
! bRivalTerritory<br />
| Can explore rival territory<br />
|-<br />
! bMilitaryHappiness<br />
| Counts as a Military Unit in the eyes of the rabble<br />
|-<br />
! bMilitarySupport<br />
| Costs money to maintain as part of your military, affected by Pacifism and the like.<br />
|-<br />
! bMilitaryProduction<br />
| Counts as a military unit for production bonuses/penalties <br />
|-<br />
! bPillage<br />
| Can pillage enemy tiles<br />
|-<br />
! bSpy<br />
| Is a spy<br />
|-<br />
! bSabotage<br />
| Should only be 1 in Vanilla or Warlords; can Sabotage Production<br />
|-<br />
! bDestroy<br />
| Should only be 1 in Vanilla or Warlords; can Destroy Improvement<br />
|-<br />
! bStealPlans<br />
| Should only be 1 in Vanilla or Warlords; can Steal Plans<br />
|-<br />
! bInvestigate<br />
| Should only be 1 in Vanilla or Warlords; can Investigate City<br />
|-<br />
! bCounterSpy<br />
| Should only be 1 in Vanilla or Warlords; can Perform Counterespionage<br />
|-<br />
! bFound<br />
| Can found a city<br />
|-<br />
! bGoldenAge<br />
| Counts as a Great Person to start a Golden Age<br />
|-<br />
! bInvisible<br />
| Is invisible to all units<br />
|-<br />
! bFirstStrikeImmune<br />
| Is immune to all First Strikes<br />
|-<br />
! bNoDefensiveBonus<br />
| Does not receive defensive bonuses<br />
|-<br />
! bIgnoreBuildingDefense<br />
| Ignores defensive bonuses from enemy buildings, like Walls and Castles<br />
|-<br />
! bCanMoveImpassible<br />
| If the unit is a Submarine, it can go under Ice.<br />
|-<br />
! bCanMoveAllTerrain<br />
| Can move across all terrain<br />
|-<br />
! bFlatMovementCost<br />
| Pays a flat movement cost to enter all terrain<br />
|-<br />
! bIgnoreTerrainCost<br />
| Ignores movement penalties from terrain<br />
|-<br />
! bNukeInnume<br />
| Takes no damage from enemy nukes<br />
|-<br />
! bPrereqBonuses<br />
| Needs the mentioned resources to be built (can be NONE)<br />
|-<br />
! bPrereqReligion<br />
| Needs the mentioned religion to be built (can be NONE)<br />
|-<br />
! bMechanized<br />
| Not sure what this does - used for all land units in a vehicle<br />
|-<br />
! bSuicide<br />
| Kills itself upon attacking, like a Kamikaze in the Defence mod<br />
|-<br />
! bHiddenNationality<br />
| Bears no marking of nationality<br />
|-<br />
! bAlwaysHostile<br />
| Can attack enemy units without declaring war, and can be attacked without triggering a war. All nations treat it as an enemy unit.<br />
|}<br />
<br />
All List tags consist of an opening/closing tag, then each entry is in another tag which is the same as the main tag take away the s.<br />
<br />
== List Tags ==<br />
{| class="wikitable" border="1" style="text-align:left" cellpadding="5"<br />
|-<br />
! Tag !! Usage<br />
|-<br />
! UnitClassUpgrades<br />
| The Classes of unit to which this unit upgrades<br />
|- <br />
! UnitClassTargets<br />
| '''Not sure what this one does'''<br />
|-<br />
! UnitCombatTargets<br />
| Does whatever UnitClassTargets does, but is directed at a particular combat<br />
|-<br />
! UnitClassDefenders<br />
| '''Not sure what this one does'''<br />
|-<br />
! UnitCombatDefenders<br />
| Does whatever UnitClassDefenders does, but is directed at a particular combat<br />
|-<br />
! FlankingStrikes<br />
| All unit classes against which the unit gets a Flank Attack<br />
|-<br />
! UnitAIs<br />
| Inside here go the methods which the AI uses to command this unit. It dictates the roles which the unit is good for.<br />
|-<br />
! NotUnitAIs<br />
| As UnitAIs, but for the tasks which the AI will never consider the unit for.<br />
|-<br />
! Builds<br />
| For all the things that the unit can build on tiles; but not wonders that it can build in cities.<br />
|-<br />
! ReligionSpreads<br />
| Put the religions which the unit can spread here, if it is a missionary.<br />
|-<br />
! CorporationSpreads<br />
| Put the Corporations which the unit can spread here, if it is a CEO.<br />
|-<br />
! GreatPeoples<br />
| If the unit can settle in a city, put the type of specialist it becomes here.<br />
|-<br />
! Buildings<br />
| The buildings which the unit can construct in a city.<br />
|-<br />
! ForceBuildings<br />
| '''Not sure what this does'''<br />
|-<br />
|}<br />
<br />
== Prerequisite Tags ==<br />
<br />
== Integer Tags ==<br />
<br />
== Miscellaneous Tags ==<br />
<br />
== Art Tags ==<br />
<br />
<br />
----<br />
<br />
Preresquisite Tags <br />
<br />
<HolyCity></HolyCity> If not NONE, then it is the Holy City needed to build the unit.<br /><br /><br />
<ReligionType></ReligionType> For units, always NONE.<br /><br /><br />
<StateReligion></StateReligion> If not NONE, the State Religion needed to build this unit<br /><br /><br />
<PrereqReligion></PrereqReligion> As above for Religion<br /><br /><br />
<PrereqCorporation></PrereqCorporation> As above for Corporation<br /><br /><br />
<PrereqBuilding></PrereqBuilding> As above for building<br /><br /><br />
<PrereqTech></PrereqTech> As above for technology<br />
<TechTypes></TechTypes> Encloses the above <br />
<BonusType></BonusType> If not NONE, the resource needed to build the unit<br /><br /><br />
<PrereqBonuses></PrereqBonuses> Don't know what this does<br /><br /><br />
<ProductionTraits></ProductionTraits> The leader traits which affect production of this unit<br /><br /><br />
<Flavors><Flavors> The 'flavors' of a unit - not sure what they do<br /><br /><br />
<br />
<br />
Integer Tags <br />
<br />
<br />
<iAIWeight></iAIWeight> The preference given by the AI to this unit<br /><br /><br />
<iCost></iCost> The cost in hammers of the unit<br /><br /><br />
<iHurryCostModifier></iHurryCostModifier> The number by which you multiply the cost to get the hurry cost<br /><br /><br />
<iAdvancedStartCost></iAdvancedStartCost> The cost on Advanced Start<br /><br /><br />
<iAdvancedStartCostIncrease></iAdvancedStartCostIncrease> The increase in cost on Advanced Start<br /><br /><br />
<iMinAreaSize></iMinAreaSize> Don't know what this does<br /><br /><br />
<iMoves></iMoves>The number of moves a unit has<br /><br /><br />
<bNoRevealMap></bNoRevealMap> If 1, the unit does not reveal the map <br /><br /><br />
<iAirRange></iAirRange> For Air Units, the range<br /><br /><br />
<iAirUnitCap></iAirUnitCap> Should be 0 <br /><br /><br />
<iDropRange></iDropRange> The range which the unit can parachute-jump<br /><br /><br />
<iNukeRange></iNukeRange> The range at which the 'nuke' can be launched (0 for non-nukes)<br /><br /><br />
<iWorkRate></iWorkRate> The rate at which the unit improves tiles<br /><br /><br />
<iBaseDiscover></iBaseDiscover> The rate at which a unit discovers tiles <br /><br /><br />
<iDiscoverMultiplier></iDiscoverMultiplier> Affects the rate at which the unit discovers tiles<br /><br /><br />
<iBaseHurry></iBaseHurry> No idea<br /><br /><br />
<iHurryMultiplier></iHurryMultiplier> Like <iDiscoverMultiplier><br /><br /><br />
<iBaseTrade></iBaseTrade> No idea<br /><br /><br />
<iTradeMultiplier></iTradeMultiplier> See above <br /><br /><br />
<iGreatWorkCulture></iGreatWorkCulture> The amount of culture that the unit can generate from a Great Work<br /><br /><br />
<iEspionagePoints></iEspionagePoints> Used for spies <br /><br /><br />
<TerrainImpassables></TerrainImpassables><br /><br /><br />
<FeatureImpassables/><br /><br /><br />
<TerrainPassableTechs/><br /><br /><br />
<FeaturePassableTechs/><br /><br /><br />
<iCombat>2</iCombat><br /><br /><br />
<iCombatLimit>100</iCombatLimit><br /><br /><br />
<iAirCombat>0</iAirCombat><br /><br /><br />
<iAirCombatLimit>0</iAirCombatLimit><br /><br /><br />
<iXPValueAttack>4</iXPValueAttack><br /><br /><br />
<iXPValueDefense>2</iXPValueDefense><br /><br /><br />
<iFirstStrikes>0</iFirstStrikes><br /><br /><br />
<iChanceFirstStrikes>0</iChanceFirstStrikes><br /><br /><br />
<iInterceptionProbability>0</iInterceptionProbability><br /><br /><br />
<iEvasionProbability>0</iEvasionProbability><br /><br /><br />
<iWithdrawalProb>0</iWithdrawalProb><br /><br /><br />
<iCollateralDamage>0</iCollateralDamage><br /><br /><br />
<iCollateralDamageLimit>0</iCollateralDamageLimit><br /><br /><br />
<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits><br /><br /><br />
<iCityAttack>0</iCityAttack><br /><br /><br />
<iCityDefense>0</iCityDefense><br /><br /><br />
<iAnimalCombat>0</iAnimalCombat><br /><br /><br />
<iHillsAttack>0</iHillsAttack><br /><br /><br />
<iHillsDefense>0</iHillsDefense><br /><br /><br />
<TerrainNatives><br /><br /><br />
<TerrainNative></TerrainNative><br /><br /><br />
<FeatureNatives/><br /><br /><br />
<TerrainAttacks/><br /><br /><br />
<TerrainDefenses/><br /><br /><br />
<FeatureAttacks/><br /><br /><br />
<FeatureDefenses/><br /><br /><br />
<UnitClassAttackMods/><br /><br /><br />
<UnitClassDefenseMods/><br /><br /><br />
<UnitCombatMods/><br /><br /><br />
<UnitCombatCollateralImmunes/><br /><br /><br />
<DomainMods/><br /><br /><br />
<BonusProductionModifiers/><br /><br /><br />
<iBombRate>0</iBombRate><br /><br /><br />
<iBombardRate>0</iBombardRate><br /><br /><br />
<SpecialCargo>NONE</SpecialCargo><br /><br /><br />
<DomainCargo>NONE</DomainCargo><br /><br /><br />
'''<iCargo></iCargo>''' The number of units that it can carry<br /><br /><br />
<br />
<br />
Misc Tags <br />
<br />
'''<iConscription></iConscription>''' If 1, the unit can be Drafted <br /><br /><br />
<iCultureGarrison></iCultureGarrison> Don't know what this does <br /><br /><br />
<iExtraCost></iExtraCost><br />
<iAsset>0</iAsset><br />
<iPower>0</iPower><br />
<br />
<br />
Art Tags <br />
<br />
<br />
<UnitMeshGroups><br />
<iGroupSize>3</iGroupSize><br />
<fMaxSpeed>1.75</fMaxSpeed><br />
<fPadTime>1</fPadTime><br />
<iMeleeWaveSize>3</iMeleeWaveSize><br />
<iRangedWaveSize>0</iRangedWaveSize><br />
<UnitMeshGroup><br />
<iRequired>3</iRequired><br />
<EarlyArtDefineTag>ART_DEF_UNIT_LION</EarlyArtDefineTag><br />
</UnitMeshGroup><br />
</UnitMeshGroups><br />
<FormationType>FORMATION_TYPE_ANIMAL</FormationType><br />
<HotKey/><br />
<bAltDown>0</bAltDown><br />
<bShiftDown>0</bShiftDown><br />
<bCtrlDown>0</bCtrlDown><br />
<iHotKeyPriority>0</iHotKeyPriority><br />
<FreePromotions/><br />
<LeaderPromotion>NONE</LeaderPromotion><br />
<iLeaderExperience>0</iLeaderExperience></div>Flying Pighttps://modiki.civfanatics.com/index.php?title=Civ4UnitInfos&diff=77Civ4UnitInfos2009-05-10T11:17:35Z<p>Flying Pig: /* List Tags */</p>
<hr />
<div>The '''Civ4UnitInfos''' XML file controls data related to individual units: for example, a unit's strength value or hammer cost. There are also more detailed options, affecting things like transport capability, prerequisites, and other complex features.<br />
<br />
All tags must be opened and closed; the first is the 'open', the second the 'closed' tag. If nothing goes inside a 'list tag', then it should just be the opening tag with a / before the closing bracket. The following tables contain all available tags, as well as their purpose and accepted values.<br />
<br />
== Header Tags ==<br />
<br />
{| class="wikitable" border="1" style="text-align:left" cellpadding="5"<br />
|-<br />
! Tag !! Usage<br />
|-<br />
! UnitInfos<br />
| This begins and ends the file. Everything must go in between these two, or it will not work.<br />
|-<br />
! UnitInfo<br />
| Each different unit's data is enclosed in a seperate tag like this.<br />
|-<br />
! Class<br />
| The class as defined in CIV4UnitClassInfos.xml. Class is the thing that holds, say, a Swordsman and a Praetorian together; each civilisation can only have one of each class.<br />
|-<br />
! Type<br />
| The name of the unit; which must be unique<br />
|-<br />
! UniqueNames<br />
| Only ever a closing tag. Just put it in, OK?<br />
|-<br />
! Special<br />
| Should be NONE unless it comes under a heading in CIV4SpecialUnitInfos.xml; in which case write that.<br />
|-<br />
! Capture<br />
| Either NONE, or the unit which the unit turns into when captured<br />
|-<br />
! Combat<br />
| The combat, 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.<br />
|-<br />
! Domain<br />
| DOMAIN_ - then AIR, SEA or LAND<br />
|-<br />
! DefaultUnitAI<br />
| The default way in which the AI uses the unit.<br />
|-<br />
! Invisible<br />
| Either NONE (either meaning not invisible or completely invisible, see below) or INVISIBLE_STEALTH or INVISIBLE_SUBMARINE<br />
|-<br />
! SeeInvisible<br />
| Either NONE or a category of invisibility above. Means that the unit can see all units with this type of invisibility<br />
|-<br />
|}<br />
<br />
== Text Tags ==<br />
<br />
<br />
{| class="wikitable" border="1" style="text-align:left" cellpadding="5"<br />
! Description<br />
| Either text or a key from the text files. The name displayed for the unit. <br />
|-<br />
! Civilopedia<br />
| As above for the Civiliopedia entry<br />
|-<br />
! Strategy<br />
| As above for the Sid's Tips, also displayed above the Civilopedia entry<br />
|-<br />
! Advisor<br />
| Almost always ADVISOR_MILITARY; the rationale that the game gives for reccomending the unit.<br />
|}<br />
<br />
== Boolean Tags ==<br />
<br />
All of these can either be 1 (on) or 0 (off)<br />
<br />
{| class="wikitable" border="1" style="text-align:left" cellpadding="5"<br />
|-<br />
! Tag !! Usage<br />
|-<br />
! bAnimal<br />
| The unit is an animal; the Barbarian State controls it, it can spring from anywhere and it cannot enter cultural borders.<br />
|-<br />
! bFood<br />
| A city does not generate food while building this unit<br />
|-<br />
! bNoBadGoodies<br />
| When this unit is entering a Tribal Village, the villagers will never be hostile<br />
|-<br />
! bOnlyDefensive<br />
| This unit cannot attack other units<br />
|-<br />
! bNoCapture<br />
| This unit cannot capture cities<br />
|-<br />
! bQuickCombat<br />
| ALways 0; not sure what it actually does<br />
|-<br />
! bRivalTerritory<br />
| Can explore rival territory<br />
|-<br />
! bMilitaryHappiness<br />
| Counts as a Military Unit in the eyes of the rabble<br />
|-<br />
! bMilitarySupport<br />
| Costs money to maintain as part of your military, affected by Pacifism and the like.<br />
|-<br />
! bMilitaryProduction<br />
| Counts as a military unit for production bonuses/penalties <br />
|-<br />
! bPillage<br />
| Can pillage enemy tiles<br />
|-<br />
! bSpy<br />
| Is a spy<br />
|-<br />
! bSabotage<br />
| Should only be 1 in Vanilla or Warlords; can Sabotage Production<br />
|-<br />
! bDestroy<br />
| Should only be 1 in Vanilla or Warlords; can Destroy Improvement<br />
|-<br />
! bStealPlans<br />
| Should only be 1 in Vanilla or Warlords; can Steal Plans<br />
|-<br />
! bInvestigate<br />
| Should only be 1 in Vanilla or Warlords; can Investigate City<br />
|-<br />
! bCounterSpy<br />
| Should only be 1 in Vanilla or Warlords; can Perform Counterespionage<br />
|-<br />
! bFound<br />
| Can found a city<br />
|-<br />
! bGoldenAge<br />
| Counts as a Great Person to start a Golden Age<br />
|-<br />
! bInvisible<br />
| Is invisible to all units<br />
|-<br />
! bFirstStrikeImmune<br />
| Is immune to all First Strikes<br />
|-<br />
! bNoDefensiveBonus<br />
| Does not receive defensive bonuses<br />
|-<br />
! bIgnoreBuildingDefense<br />
| Ignores defensive bonuses from enemy buildings, like Walls and Castles<br />
|-<br />
! bCanMoveImpassible<br />
| If the unit is a Submarine, it can go under Ice.<br />
|-<br />
! bCanMoveAllTerrain<br />
| Can move across all terrain<br />
|-<br />
! bFlatMovementCost<br />
| Pays a flat movement cost to enter all terrain<br />
|-<br />
! bIgnoreTerrainCost<br />
| Ignores movement penalties from terrain<br />
|-<br />
! bNukeInnume<br />
| Takes no damage from enemy nukes<br />
|-<br />
! bPrereqBonuses<br />
| Needs the mentioned resources to be built (can be NONE)<br />
|-<br />
! bPrereqReligion<br />
| Needs the mentioned religion to be built (can be NONE)<br />
|-<br />
! bMechanized<br />
| Not sure what this does - used for all land units in a vehicle<br />
|-<br />
! bSuicide<br />
| Kills itself upon attacking, like a Kamikaze in the Defence mod<br />
|-<br />
! bHiddenNationality<br />
| Bears no marking of nationality<br />
|-<br />
! bAlwaysHostile<br />
| Can attack enemy units without declaring war, and can be attacked without triggering a war. All nations treat it as an enemy unit.<br />
|}<br />
<br />
All List tags consist of an opening/closing tag, then each entry is in another tag which is the same as the main tag take away the s.<br />
<br />
== List Tags ==<br />
{| class="wikitable" border="1" style="text-align:left" cellpadding="5"<br />
|-<br />
! Tag !! Usage<br />
|-<br />
! UnitClassUpgrades<br />
| The Classes of unit to which this unit upgrades<br />
|- <br />
! UnitClassTargets<br />
| '''Not sure what this one does'''<br />
|-<br />
! UnitCombatTargets<br />
| Does whatever UnitClassTargets does, but is directed at a particular combat<br />
|-<br />
! UnitClassDefenders<br />
| '''Not sure what this one does'''<br />
|-<br />
! UnitCombatDefenders<br />
| Does whatever UnitClassDefenders does, but is directed at a particular combat<br />
|-<br />
! FlankingStrikes<br />
| All unit classes against which the unit gets a Flank Attack<br />
|-<br />
! UnitAIs<br />
| Inside here go the methods which the AI uses to command this unit. It dictates the roles which the unit is good for.<br />
|-<br />
! NotUnitAIs<br />
| As UnitAIs, but for the tasks which the AI will never consider the unit for.<br />
|-<br />
! Builds<br />
| For all the things that the unit can build on tiles; but not wonders that it can build in cities.<br />
|-<br />
! ReligionSpreads<br />
| Put the religions which the unit can spread here, if it is a missionary.<br />
|-<br />
! CorporationSpreads<br />
| Put the Corporations which the unit can spread here, if it is a CEO.<br />
|-<br />
! GreatPeoples<br />
| If the unit can settle in a city, put the type of specialist it becomes here.<br />
|-<br />
! Buildings<br />
| The buildings which the unit can construct in a city.<br />
|-<br />
! ForceBuildings<br />
| '''Not sure what this does'''<br />
|-<br />
|}<br />
<br />
== Prerequisite Tags ==<br />
<br />
== Integer Tags ==<br />
<br />
== Miscellaneous Tags ==<br />
<br />
== Art Tags ==<br />
<br />
<br />
----<br />
<br />
'''<UnitInfos></UnitInfos>''' This begins and ends the file. Everything must go in between these two, or it will not work.<br /><br /><br />
'''<UnitInfo></UnitInfo>''' Each different unit's data is enclosed in a seperate tag like this.<br /><br /><br />
'''<Class></Class>''' The class as defined in CIV4UnitClassInfos.xml. Class is the thing that holds, say, a Swordsman and a Praetorian together; each civilisation can only have one of each class.<br /><br /><br />
'''<Type></Type>''' The unit's in-game name, which must be unique.<br /><br /><br />
'''<UniqueNames/>''' Only ever a closing tag, this must be put in after the <Type></Type> tag to show that the unit's 'name' is now finished.<br /><br /><br />
'''<Special></Special>''' Should be NONE unless the unit is in one of your special categories in CIV4SpecialUnitInfos.xml; in which case put that in. <br /><br /><br />
'''<Capture></Capture>''' Should be NONE unless the unit can be captured, in which case it is the class of the unit which appears when it is captured<br /><br /><br />
'''<Combat></Combat>''' Shows the unit's combat, out of UNITCOMBAT_MELEE, UNITCOMBAT_ARCHER, UNITCOMBAT_MOUNTED, UNITCOMBAT_GUN, UNITCOMBAT_SIEGE, UNITCOMBAT_NAVAL, UNITCOMBAT_AIR and UNITCOMBAT_HELICOPTER<br /><br /><br />
'''<Domain></Domain>''' DOMAIN_, then AIR, SEA or LAND. Shows whether the unit is an air, sea or land unit.<br /><br /><br />
'''<DefaultUnitAI></DefaultUnitAI>''' How the AI uses the unit, by default.<br /><br /><br />
'''<Invisible></Invisible>''' Either NONE, INVISIBLE_SUBMARINE or INVISIBLE_STEALTH. If it is not NONE, then the value is what sort of invisibility it has (see below) <br /><br /><br />
'''<SeeInvisible></SeeInvisible>''' NONE, or else the sort of invisible unit (see above) that it can see.<br /><br /><br />
'''<Description></Description>''' The name of the unit as displayed on screen. Can either be text or a tag from another file. If it is not out of a text database, the computer will read what is in here.<br /><br /><br />
'''<Civilopedia></Civilopedia>''' As above; the entry in the Civilopedia for the unit.<br /><br /><br />
'''<Strategy></Strategy>''' The Sid's Tips, as above. Also displayed at the top of the Civilopedia entry<br /><br /><br />
'''<Advisor></Advisor>''' The advisor that will chip in (normally ADVISOR_MILITARY) when building this unit is a good idea.<br /><br /><br />
<br />
Boolean Tags <br />
<br />
<bAnimal></bAnimal> Is the unit an animal, out of 1 (yes) or 0 (no). If it is, the Barbarians only can build it and it will not enter cultural borders.<br /><br /><br />
<bFood></bFood> If 1, the city cannot grow while producing this unit, in the same manner as Settlers and Workers. 0 means that the city can grow and train at the same time.<br /><br /><br />
<bNoBadGoodies></bNoBadGoodies> Is set to 1 for Scouts and Explorers; means that Tribal Villages will never attack this unit.<br /><br /><br />
<bOnlyDefensive></bOnlyDefensive> If set to 1, the unit cannot attack other units.<br /><br /><br />
<bNoCapture></bNoCapture> If set to 1, the unit cannot take cities, even when there are no units in them.<br /><br /><br />
<bQuickCombat></bQuickCombat> Always set to 0; not sure what it does.<br /><br /><br />
<bRivalTerritory></bRivalTerritory> If set to 1, the unit can enter enemy territory without declaring war.<br /><br /><br />
<bMilitaryHappiness></bMilitaryHappiness> If set to 1, the unit is treated as a military unit by the people of a city in terms of deciding whether they are angry about lack of protection or happy from the Monarchy civic<br /><br /><br />
<bMilitarySupport></bMilitarySupport> If set to 1, counts as a military unit for the penalty posed by Pacifism and other bonusus/penalties like that.<br /><br /><br />
<bMilitaryProduction></bMilitaryProduction> If set to 1, the unit counts as a military unit for the purposes of production and any bonuses and penalties applied on the prodution of military units.<br /><br /><br />
<bPillage></bPillage> If set to 1, the unit can pillage enemy tiles<br /><br /><br />
<bSpy></bSpy> If set to 1, the unit is a spy<br /><br /><br />
<bSabotage></bSabotage> In Vanilla and Warlords, this means that the unit can sabotage production like a Spy in an enemy city. It should be 0 in BTS.<br /><br /><br />
<bDestroy></bDestroy> As above, but for Destroy Improvement<br /><br /><br />
<bStealPlans></bStealPlans> As above, for Steal Plans<br /><br /><br />
<bInvestigate></bInvestigate> As above, for Investigate City<br /><br /><br />
<bCounterSpy></bCounterSpy> As above, for Perform Counterespionage.<br /><br /><br />
<bFound></bFound> If set to 1, the unit can found a new city.<br /><br /><br />
<bGoldenAge></bGoldenAge> If set to 1, the unit counts as a Great Person to start a Golden Age.<br /><br /><br />
<bInvisible></bInvisible> If set to 1, is invisible to all units.<br /><br /><br />
<bFirstStrikeImmune></bFirstStrikeImmune> If set to 1, the unit is immune to all first strikes.<br /><br /><br />
<bNoDefensiveBonus></bNoDefensiveBonus> If set to 1, the unit does not recieve defensive bonuses<br /><br /><br />
<bIgnoreBuildingDefense></bIgnoreBuildingDefense> If set to 1, the unit ignores defensive bonuses from enemy walls and castles, like a Gunpowder unit.<br /><br /><br />
<bCanMoveImpassable></bCanMoveImpassable> If set to 1, the unit can move under ice. Used for Submarines.<br /><br /><br />
<bCanMoveAllTerrain></bCanMoveAllTerrain> If set to 1, the unit can move over all terrain.<br /><br /><br />
<bFlatMovementCost></bFlatMovementCost> If set to 1, the unit pays this fixed price to enter all terrain.<br /><br /> <br />
<bIgnoreTerrainCost></bIgnoreTerrainCost> If set to 1, the unit ignores the cost of terrain to move into.<br /><br /> <br />
<bNukeImmune></bNukeImmune> If set to 1, the unit is immune to damage from nukes.<br /><br /> <br />
<bPrereqBonuses></bPrereqBonuses> Set to 0 for all unit except Work Boats. Not sure what it does.<br /><br /> <br />
<bPrereqReligion></bPrereqReligion> If set to 1, the unit requires the State Religion to be present in the city.<br /><br /><br />
<bMechanized></bMechanized> Not sure what this does. Can be 1 or 0.<br /><br /><br />
<bSuicide></bSuicide> If set to 1, the unit dies when it makes an attack<br /><br /><br />
<bHiddenNationality></bHiddenNationality> If set to 1, the unit bears no marking of nationality.<br /><br /><br />
<bAlwaysHostile></bAlwaysHostile> If set to 1, can attack the enemy without declaring war.<br /><br /><br />
<br />
List Tags <br />
<br />
<UnitClassUpgrades></UnitClassUpgrades> Inside here you put all of the unit classes which the unit upgrades to.<br /><br />
<UnitClassUpgrade></UnitClassUpgrade> Enclose in this tag everything which the unit upgrades to.<br /><br /><br />
<UnitClassTargets></UnitClassTargets> Not sure what this does.<br /><br />
<UnitCombatTargets></UnitCombatTargets> Same as above<br /><br /><br />
<UnitClassDefenders></UnitClassDefenders> Same as above <br /><br />
<UnitCombatDefenders></UnitCombatDefenders> Same as above <br /><br /><br />
<FlankingStrikes></FlankingStrikes> All Flank Attacks which the unit gets should go under here.<br /><br />
<FlankingStrike></FlankingStrike> Put the unit and number of Flanking Strikes here.<br /><br /><br />
<UnitAIs></UnitAIs> Inside here go the methods which the AI uses to command this unit.<br /><br />
<UnitAI></UnitAI> Put each AI in here.<br /><br /><br />
<NotUnitAIs></NotUnitAIs> As <UnitAIs>, but for the tasks which the AI will never consider the unit for.<br /><br />
<NotUnitAI></NotUnitAI> As above for <UnitAI><br /><br /><br />
<Builds></Builds> For all the things that the unit can build on tiles<br /><br />
<Build></Build> Each thing that the unit can build goes in one of these.<br /><br /><br />
<ReligionSpreads></ReligionSpreads> Put the religions which the unit can spread here. <br /><br />
<ReligionSpread></ReligionSpread> Each religion goes in here<br /><br /> <br />
<CorporationSpreads></CorporationSpreads> As above for <ReligionSpreads><br /><br />
<CorporationSpread></CorporationSpread> As above for <ReligionSpread><br /><br /><br />
<GreatPeoples></GreatPeoples> The types of Super Specialist that this person can become<br /><br />
<GreatPeopleType></GreatPeopleType> Each type of Super Specialist goes in here.<br /><br /><br />
<Buildings></Buildings> All of the things that the unit can construct in a city go here.<br /><br />
<Building></Building> Each building goes in one of these<br /><br /><br />
<ForceBuildings></ForceBuildings> Don't know what this does<br /><br /><br />
<br />
<br />
Preresquisite Tags <br />
<br />
<HolyCity></HolyCity> If not NONE, then it is the Holy City needed to build the unit.<br /><br /><br />
<ReligionType></ReligionType> For units, always NONE.<br /><br /><br />
<StateReligion></StateReligion> If not NONE, the State Religion needed to build this unit<br /><br /><br />
<PrereqReligion></PrereqReligion> As above for Religion<br /><br /><br />
<PrereqCorporation></PrereqCorporation> As above for Corporation<br /><br /><br />
<PrereqBuilding></PrereqBuilding> As above for building<br /><br /><br />
<PrereqTech></PrereqTech> As above for technology<br />
<TechTypes></TechTypes> Encloses the above <br />
<BonusType></BonusType> If not NONE, the resource needed to build the unit<br /><br /><br />
<PrereqBonuses></PrereqBonuses> Don't know what this does<br /><br /><br />
<ProductionTraits></ProductionTraits> The leader traits which affect production of this unit<br /><br /><br />
<Flavors><Flavors> The 'flavors' of a unit - not sure what they do<br /><br /><br />
<br />
<br />
Integer Tags <br />
<br />
<br />
<iAIWeight></iAIWeight> The preference given by the AI to this unit<br /><br /><br />
<iCost></iCost> The cost in hammers of the unit<br /><br /><br />
<iHurryCostModifier></iHurryCostModifier> The number by which you multiply the cost to get the hurry cost<br /><br /><br />
<iAdvancedStartCost></iAdvancedStartCost> The cost on Advanced Start<br /><br /><br />
<iAdvancedStartCostIncrease></iAdvancedStartCostIncrease> The increase in cost on Advanced Start<br /><br /><br />
<iMinAreaSize></iMinAreaSize> Don't know what this does<br /><br /><br />
<iMoves></iMoves>The number of moves a unit has<br /><br /><br />
<bNoRevealMap></bNoRevealMap> If 1, the unit does not reveal the map <br /><br /><br />
<iAirRange></iAirRange> For Air Units, the range<br /><br /><br />
<iAirUnitCap></iAirUnitCap> Should be 0 <br /><br /><br />
<iDropRange></iDropRange> The range which the unit can parachute-jump<br /><br /><br />
<iNukeRange></iNukeRange> The range at which the 'nuke' can be launched (0 for non-nukes)<br /><br /><br />
<iWorkRate></iWorkRate> The rate at which the unit improves tiles<br /><br /><br />
<iBaseDiscover></iBaseDiscover> The rate at which a unit discovers tiles <br /><br /><br />
<iDiscoverMultiplier></iDiscoverMultiplier> Affects the rate at which the unit discovers tiles<br /><br /><br />
<iBaseHurry></iBaseHurry> No idea<br /><br /><br />
<iHurryMultiplier></iHurryMultiplier> Like <iDiscoverMultiplier><br /><br /><br />
<iBaseTrade></iBaseTrade> No idea<br /><br /><br />
<iTradeMultiplier></iTradeMultiplier> See above <br /><br /><br />
<iGreatWorkCulture></iGreatWorkCulture> The amount of culture that the unit can generate from a Great Work<br /><br /><br />
<iEspionagePoints></iEspionagePoints> Used for spies <br /><br /><br />
<TerrainImpassables></TerrainImpassables><br /><br /><br />
<FeatureImpassables/><br /><br /><br />
<TerrainPassableTechs/><br /><br /><br />
<FeaturePassableTechs/><br /><br /><br />
<iCombat>2</iCombat><br /><br /><br />
<iCombatLimit>100</iCombatLimit><br /><br /><br />
<iAirCombat>0</iAirCombat><br /><br /><br />
<iAirCombatLimit>0</iAirCombatLimit><br /><br /><br />
<iXPValueAttack>4</iXPValueAttack><br /><br /><br />
<iXPValueDefense>2</iXPValueDefense><br /><br /><br />
<iFirstStrikes>0</iFirstStrikes><br /><br /><br />
<iChanceFirstStrikes>0</iChanceFirstStrikes><br /><br /><br />
<iInterceptionProbability>0</iInterceptionProbability><br /><br /><br />
<iEvasionProbability>0</iEvasionProbability><br /><br /><br />
<iWithdrawalProb>0</iWithdrawalProb><br /><br /><br />
<iCollateralDamage>0</iCollateralDamage><br /><br /><br />
<iCollateralDamageLimit>0</iCollateralDamageLimit><br /><br /><br />
<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits><br /><br /><br />
<iCityAttack>0</iCityAttack><br /><br /><br />
<iCityDefense>0</iCityDefense><br /><br /><br />
<iAnimalCombat>0</iAnimalCombat><br /><br /><br />
<iHillsAttack>0</iHillsAttack><br /><br /><br />
<iHillsDefense>0</iHillsDefense><br /><br /><br />
<TerrainNatives><br /><br /><br />
<TerrainNative></TerrainNative><br /><br /><br />
<FeatureNatives/><br /><br /><br />
<TerrainAttacks/><br /><br /><br />
<TerrainDefenses/><br /><br /><br />
<FeatureAttacks/><br /><br /><br />
<FeatureDefenses/><br /><br /><br />
<UnitClassAttackMods/><br /><br /><br />
<UnitClassDefenseMods/><br /><br /><br />
<UnitCombatMods/><br /><br /><br />
<UnitCombatCollateralImmunes/><br /><br /><br />
<DomainMods/><br /><br /><br />
<BonusProductionModifiers/><br /><br /><br />
<iBombRate>0</iBombRate><br /><br /><br />
<iBombardRate>0</iBombardRate><br /><br /><br />
<SpecialCargo>NONE</SpecialCargo><br /><br /><br />
<DomainCargo>NONE</DomainCargo><br /><br /><br />
'''<iCargo></iCargo>''' The number of units that it can carry<br /><br /><br />
<br />
<br />
Misc Tags <br />
<br />
'''<iConscription></iConscription>''' If 1, the unit can be Drafted <br /><br /><br />
<iCultureGarrison></iCultureGarrison> Don't know what this does <br /><br /><br />
<iExtraCost></iExtraCost><br />
<iAsset>0</iAsset><br />
<iPower>0</iPower><br />
<br />
<br />
Art Tags <br />
<br />
<br />
<UnitMeshGroups><br />
<iGroupSize>3</iGroupSize><br />
<fMaxSpeed>1.75</fMaxSpeed><br />
<fPadTime>1</fPadTime><br />
<iMeleeWaveSize>3</iMeleeWaveSize><br />
<iRangedWaveSize>0</iRangedWaveSize><br />
<UnitMeshGroup><br />
<iRequired>3</iRequired><br />
<EarlyArtDefineTag>ART_DEF_UNIT_LION</EarlyArtDefineTag><br />
</UnitMeshGroup><br />
</UnitMeshGroups><br />
<FormationType>FORMATION_TYPE_ANIMAL</FormationType><br />
<HotKey/><br />
<bAltDown>0</bAltDown><br />
<bShiftDown>0</bShiftDown><br />
<bCtrlDown>0</bCtrlDown><br />
<iHotKeyPriority>0</iHotKeyPriority><br />
<FreePromotions/><br />
<LeaderPromotion>NONE</LeaderPromotion><br />
<iLeaderExperience>0</iLeaderExperience></div>Flying Pighttps://modiki.civfanatics.com/index.php?title=Civ4UnitInfos&diff=74Civ4UnitInfos2009-05-09T17:39:25Z<p>Flying Pig: /* Boolean Tags */</p>
<hr />
<div>The '''Civ4UnitInfos''' XML file controls data related to individual units: for example, a unit's strength value or hammer cost. There are also more detailed options, affecting things like transport capability, prerequisites, and other complex features.<br />
<br />
All tags must be opened and closed; the first is the 'open', the second the 'closed' tag. If nothing goes inside a 'list tag', then it should just be the opening tag with a / before the closing bracket. The following tables contain all available tags, as well as their purpose and accepted values.<br />
<br />
== Header Tags ==<br />
<br />
{| class="wikitable" border="1" style="text-align:left" cellpadding="5"<br />
|-<br />
! Tag !! Usage<br />
|-<br />
! UnitInfos<br />
| This begins and ends the file. Everything must go in between these two, or it will not work.<br />
|-<br />
! UnitInfo<br />
| Each different unit's data is enclosed in a seperate tag like this.<br />
|-<br />
! Class<br />
| The class as defined in CIV4UnitClassInfos.xml. Class is the thing that holds, say, a Swordsman and a Praetorian together; each civilisation can only have one of each class.<br />
|-<br />
! Type<br />
| The name of the unit; which must be unique<br />
|-<br />
! UniqueNames<br />
| Only ever a closing tag. Just put it in, OK?<br />
|-<br />
! Special<br />
| Should be NONE unless it comes under a heading in CIV4SpecialUnitInfos.xml; in which case write that.<br />
|-<br />
! Capture<br />
| Either NONE, or the unit which the unit turns into when captured<br />
|-<br />
! Combat<br />
| The combat, 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.<br />
|-<br />
! Domain<br />
| DOMAIN_ - then AIR, SEA or LAND<br />
|-<br />
! DefaultUnitAI<br />
| The default way in which the AI uses the unit.<br />
|-<br />
! Invisible<br />
| Either NONE (either meaning not invisible or completely invisible, see below) or INVISIBLE_STEALTH or INVISIBLE_SUBMARINE<br />
|-<br />
! SeeInvisible<br />
| Either NONE or a category of invisibility above. Means that the unit can see all units with this type of invisibility<br />
|-<br />
|}<br />
<br />
== Text Tags ==<br />
<br />
<br />
{| class="wikitable" border="1" style="text-align:left" cellpadding="5"<br />
! Description<br />
| Either text or a key from the text files. The name displayed for the unit. <br />
|-<br />
! Civilopedia<br />
| As above for the Civiliopedia entry<br />
|-<br />
! Strategy<br />
| As above for the Sid's Tips, also displayed above the Civilopedia entry<br />
|-<br />
! Advisor<br />
| Almost always ADVISOR_MILITARY; the rationale that the game gives for reccomending the unit.<br />
|}<br />
<br />
== Boolean Tags ==<br />
<br />
All of these can either be 1 (on) or 0 (off)<br />
<br />
{| class="wikitable" border="1" style="text-align:left" cellpadding="5"<br />
|-<br />
! Tag !! Usage<br />
|-<br />
! bAnimal<br />
| The unit is an animal; the Barbarian State controls it, it can spring from anywhere and it cannot enter cultural borders.<br />
|-<br />
! bFood<br />
| A city does not generate food while building this unit<br />
|-<br />
! bNoBadGoodies<br />
| When this unit is entering a Tribal Village, the villagers will never be hostile<br />
|-<br />
! bOnlyDefensive<br />
| This unit cannot attack other units<br />
|-<br />
! bNoCapture<br />
| This unit cannot capture cities<br />
|-<br />
! bQuickCombat<br />
| ALways 0; not sure what it actually does<br />
|-<br />
! bRivalTerritory<br />
| Can explore rival territory<br />
|-<br />
! bMilitaryHappiness<br />
| Counts as a Military Unit in the eyes of the rabble<br />
|-<br />
! bMilitarySupport<br />
| Costs money to maintain as part of your military, affected by Pacifism and the like.<br />
|-<br />
! bMilitaryProduction<br />
| Counts as a military unit for production bonuses/penalties <br />
|-<br />
! bPillage<br />
| Can pillage enemy tiles<br />
|-<br />
! bSpy<br />
| Is a spy<br />
|-<br />
! bSabotage<br />
| Should only be 1 in Vanilla or Warlords; can Sabotage Production<br />
|-<br />
! bDestroy<br />
| Should only be 1 in Vanilla or Warlords; can Destroy Improvement<br />
|-<br />
! bStealPlans<br />
| Should only be 1 in Vanilla or Warlords; can Steal Plans<br />
|-<br />
! bInvestigate<br />
| Should only be 1 in Vanilla or Warlords; can Investigate City<br />
|-<br />
! bCounterSpy<br />
| Should only be 1 in Vanilla or Warlords; can Perform Counterespionage<br />
|-<br />
! bFound<br />
| Can found a city<br />
|-<br />
! bGoldenAge<br />
| Counts as a Great Person to start a Golden Age<br />
|-<br />
! bInvisible<br />
| Is invisible to all units<br />
|-<br />
! bFirstStrikeImmune<br />
| Is immune to all First Strikes<br />
|-<br />
! bNoDefensiveBonus<br />
| Does not receive defensive bonuses<br />
|-<br />
! bIgnoreBuildingDefense<br />
| Ignores defensive bonuses from enemy buildings, like Walls and Castles<br />
|-<br />
! bCanMoveImpassible<br />
| If the unit is a Submarine, it can go under Ice.<br />
|-<br />
! bCanMoveAllTerrain<br />
| Can move across all terrain<br />
|-<br />
! bFlatMovementCost<br />
| Pays a flat movement cost to enter all terrain<br />
|-<br />
! bIgnoreTerrainCost<br />
| Ignores movement penalties from terrain<br />
|-<br />
! bNukeInnume<br />
| Takes no damage from enemy nukes<br />
|-<br />
! bPrereqBonuses<br />
| Needs the mentioned resources to be built (can be NONE)<br />
|-<br />
! bPrereqReligion<br />
| Needs the mentioned religion to be built (can be NONE)<br />
|-<br />
! bMechanized<br />
| Not sure what this does - used for all land units in a vehicle<br />
|-<br />
! bSuicide<br />
| Kills itself upon attacking, like a Kamikaze in the Defence mod<br />
|-<br />
! bHiddenNationality<br />
| Bears no marking of nationality<br />
|-<br />
! bAlwaysHostile<br />
| Can attack enemy units without declaring war, and can be attacked without triggering a war. All nations treat it as an enemy unit.<br />
|}<br />
<br />
== List Tags ==<br />
<br />
== Prerequisite Tags ==<br />
<br />
== Integer Tags ==<br />
<br />
== Miscellaneous Tags ==<br />
<br />
== Art Tags ==<br />
<br />
<br />
----<br />
<br />
'''<UnitInfos></UnitInfos>''' This begins and ends the file. Everything must go in between these two, or it will not work.<br /><br /><br />
'''<UnitInfo></UnitInfo>''' Each different unit's data is enclosed in a seperate tag like this.<br /><br /><br />
'''<Class></Class>''' The class as defined in CIV4UnitClassInfos.xml. Class is the thing that holds, say, a Swordsman and a Praetorian together; each civilisation can only have one of each class.<br /><br /><br />
'''<Type></Type>''' The unit's in-game name, which must be unique.<br /><br /><br />
'''<UniqueNames/>''' Only ever a closing tag, this must be put in after the <Type></Type> tag to show that the unit's 'name' is now finished.<br /><br /><br />
'''<Special></Special>''' Should be NONE unless the unit is in one of your special categories in CIV4SpecialUnitInfos.xml; in which case put that in. <br /><br /><br />
'''<Capture></Capture>''' Should be NONE unless the unit can be captured, in which case it is the class of the unit which appears when it is captured<br /><br /><br />
'''<Combat></Combat>''' Shows the unit's combat, out of UNITCOMBAT_MELEE, UNITCOMBAT_ARCHER, UNITCOMBAT_MOUNTED, UNITCOMBAT_GUN, UNITCOMBAT_SIEGE, UNITCOMBAT_NAVAL, UNITCOMBAT_AIR and UNITCOMBAT_HELICOPTER<br /><br /><br />
'''<Domain></Domain>''' DOMAIN_, then AIR, SEA or LAND. Shows whether the unit is an air, sea or land unit.<br /><br /><br />
'''<DefaultUnitAI></DefaultUnitAI>''' How the AI uses the unit, by default.<br /><br /><br />
'''<Invisible></Invisible>''' Either NONE, INVISIBLE_SUBMARINE or INVISIBLE_STEALTH. If it is not NONE, then the value is what sort of invisibility it has (see below) <br /><br /><br />
'''<SeeInvisible></SeeInvisible>''' NONE, or else the sort of invisible unit (see above) that it can see.<br /><br /><br />
'''<Description></Description>''' The name of the unit as displayed on screen. Can either be text or a tag from another file. If it is not out of a text database, the computer will read what is in here.<br /><br /><br />
'''<Civilopedia></Civilopedia>''' As above; the entry in the Civilopedia for the unit.<br /><br /><br />
'''<Strategy></Strategy>''' The Sid's Tips, as above. Also displayed at the top of the Civilopedia entry<br /><br /><br />
'''<Advisor></Advisor>''' The advisor that will chip in (normally ADVISOR_MILITARY) when building this unit is a good idea.<br /><br /><br />
<br />
Boolean Tags <br />
<br />
<bAnimal></bAnimal> Is the unit an animal, out of 1 (yes) or 0 (no). If it is, the Barbarians only can build it and it will not enter cultural borders.<br /><br /><br />
<bFood></bFood> If 1, the city cannot grow while producing this unit, in the same manner as Settlers and Workers. 0 means that the city can grow and train at the same time.<br /><br /><br />
<bNoBadGoodies></bNoBadGoodies> Is set to 1 for Scouts and Explorers; means that Tribal Villages will never attack this unit.<br /><br /><br />
<bOnlyDefensive></bOnlyDefensive> If set to 1, the unit cannot attack other units.<br /><br /><br />
<bNoCapture></bNoCapture> If set to 1, the unit cannot take cities, even when there are no units in them.<br /><br /><br />
<bQuickCombat></bQuickCombat> Always set to 0; not sure what it does.<br /><br /><br />
<bRivalTerritory></bRivalTerritory> If set to 1, the unit can enter enemy territory without declaring war.<br /><br /><br />
<bMilitaryHappiness></bMilitaryHappiness> If set to 1, the unit is treated as a military unit by the people of a city in terms of deciding whether they are angry about lack of protection or happy from the Monarchy civic<br /><br /><br />
<bMilitarySupport></bMilitarySupport> If set to 1, counts as a military unit for the penalty posed by Pacifism and other bonusus/penalties like that.<br /><br /><br />
<bMilitaryProduction></bMilitaryProduction> If set to 1, the unit counts as a military unit for the purposes of production and any bonuses and penalties applied on the prodution of military units.<br /><br /><br />
<bPillage></bPillage> If set to 1, the unit can pillage enemy tiles<br /><br /><br />
<bSpy></bSpy> If set to 1, the unit is a spy<br /><br /><br />
<bSabotage></bSabotage> In Vanilla and Warlords, this means that the unit can sabotage production like a Spy in an enemy city. It should be 0 in BTS.<br /><br /><br />
<bDestroy></bDestroy> As above, but for Destroy Improvement<br /><br /><br />
<bStealPlans></bStealPlans> As above, for Steal Plans<br /><br /><br />
<bInvestigate></bInvestigate> As above, for Investigate City<br /><br /><br />
<bCounterSpy></bCounterSpy> As above, for Perform Counterespionage.<br /><br /><br />
<bFound></bFound> If set to 1, the unit can found a new city.<br /><br /><br />
<bGoldenAge></bGoldenAge> If set to 1, the unit counts as a Great Person to start a Golden Age.<br /><br /><br />
<bInvisible></bInvisible> If set to 1, is invisible to all units.<br /><br /><br />
<bFirstStrikeImmune></bFirstStrikeImmune> If set to 1, the unit is immune to all first strikes.<br /><br /><br />
<bNoDefensiveBonus></bNoDefensiveBonus> If set to 1, the unit does not recieve defensive bonuses<br /><br /><br />
<bIgnoreBuildingDefense></bIgnoreBuildingDefense> If set to 1, the unit ignores defensive bonuses from enemy walls and castles, like a Gunpowder unit.<br /><br /><br />
<bCanMoveImpassable></bCanMoveImpassable> If set to 1, the unit can move under ice. Used for Submarines.<br /><br /><br />
<bCanMoveAllTerrain></bCanMoveAllTerrain> If set to 1, the unit can move over all terrain.<br /><br /><br />
<bFlatMovementCost></bFlatMovementCost> If set to 1, the unit pays this fixed price to enter all terrain.<br /><br /> <br />
<bIgnoreTerrainCost></bIgnoreTerrainCost> If set to 1, the unit ignores the cost of terrain to move into.<br /><br /> <br />
<bNukeImmune></bNukeImmune> If set to 1, the unit is immune to damage from nukes.<br /><br /> <br />
<bPrereqBonuses></bPrereqBonuses> Set to 0 for all unit except Work Boats. Not sure what it does.<br /><br /> <br />
<bPrereqReligion></bPrereqReligion> If set to 1, the unit requires the State Religion to be present in the city.<br /><br /><br />
<bMechanized></bMechanized> Not sure what this does. Can be 1 or 0.<br /><br /><br />
<bSuicide></bSuicide> If set to 1, the unit dies when it makes an attack<br /><br /><br />
<bHiddenNationality></bHiddenNationality> If set to 1, the unit bears no marking of nationality.<br /><br /><br />
<bAlwaysHostile></bAlwaysHostile> If set to 1, can attack the enemy without declaring war.<br /><br /><br />
<br />
List Tags <br />
<br />
<UnitClassUpgrades></UnitClassUpgrades> Inside here you put all of the unit classes which the unit upgrades to.<br /><br />
<UnitClassUpgrade></UnitClassUpgrade> Enclose in this tag everything which the unit upgrades to.<br /><br /><br />
<UnitClassTargets></UnitClassTargets> Not sure what this does.<br /><br />
<UnitCombatTargets></UnitCombatTargets> Same as above<br /><br /><br />
<UnitClassDefenders></UnitClassDefenders> Same as above <br /><br />
<UnitCombatDefenders></UnitCombatDefenders> Same as above <br /><br /><br />
<FlankingStrikes></FlankingStrikes> All Flank Attacks which the unit gets should go under here.<br /><br />
<FlankingStrike></FlankingStrike> Put the unit and number of Flanking Strikes here.<br /><br /><br />
<UnitAIs></UnitAIs> Inside here go the methods which the AI uses to command this unit.<br /><br />
<UnitAI></UnitAI> Put each AI in here.<br /><br /><br />
<NotUnitAIs></NotUnitAIs> As <UnitAIs>, but for the tasks which the AI will never consider the unit for.<br /><br />
<NotUnitAI></NotUnitAI> As above for <UnitAI><br /><br /><br />
<Builds></Builds> For all the things that the unit can build on tiles<br /><br />
<Build></Build> Each thing that the unit can build goes in one of these.<br /><br /><br />
<ReligionSpreads></ReligionSpreads> Put the religions which the unit can spread here. <br /><br />
<ReligionSpread></ReligionSpread> Each religion goes in here<br /><br /> <br />
<CorporationSpreads></CorporationSpreads> As above for <ReligionSpreads><br /><br />
<CorporationSpread></CorporationSpread> As above for <ReligionSpread><br /><br /><br />
<GreatPeoples></GreatPeoples> The types of Super Specialist that this person can become<br /><br />
<GreatPeopleType></GreatPeopleType> Each type of Super Specialist goes in here.<br /><br /><br />
<Buildings></Buildings> All of the things that the unit can construct in a city go here.<br /><br />
<Building></Building> Each building goes in one of these<br /><br /><br />
<ForceBuildings></ForceBuildings> Don't know what this does<br /><br /><br />
<br />
<br />
Preresquisite Tags <br />
<br />
<HolyCity></HolyCity> If not NONE, then it is the Holy City needed to build the unit.<br /><br /><br />
<ReligionType></ReligionType> For units, always NONE.<br /><br /><br />
<StateReligion></StateReligion> If not NONE, the State Religion needed to build this unit<br /><br /><br />
<PrereqReligion></PrereqReligion> As above for Religion<br /><br /><br />
<PrereqCorporation></PrereqCorporation> As above for Corporation<br /><br /><br />
<PrereqBuilding></PrereqBuilding> As above for building<br /><br /><br />
<PrereqTech></PrereqTech> As above for technology<br />
<TechTypes></TechTypes> Encloses the above <br />
<BonusType></BonusType> If not NONE, the resource needed to build the unit<br /><br /><br />
<PrereqBonuses></PrereqBonuses> Don't know what this does<br /><br /><br />
<ProductionTraits></ProductionTraits> The leader traits which affect production of this unit<br /><br /><br />
<Flavors><Flavors> The 'flavors' of a unit - not sure what they do<br /><br /><br />
<br />
<br />
Integer Tags <br />
<br />
<br />
<iAIWeight></iAIWeight> The preference given by the AI to this unit<br /><br /><br />
<iCost></iCost> The cost in hammers of the unit<br /><br /><br />
<iHurryCostModifier></iHurryCostModifier> The number by which you multiply the cost to get the hurry cost<br /><br /><br />
<iAdvancedStartCost></iAdvancedStartCost> The cost on Advanced Start<br /><br /><br />
<iAdvancedStartCostIncrease></iAdvancedStartCostIncrease> The increase in cost on Advanced Start<br /><br /><br />
<iMinAreaSize></iMinAreaSize> Don't know what this does<br /><br /><br />
<iMoves></iMoves>The number of moves a unit has<br /><br /><br />
<bNoRevealMap></bNoRevealMap> If 1, the unit does not reveal the map <br /><br /><br />
<iAirRange></iAirRange> For Air Units, the range<br /><br /><br />
<iAirUnitCap></iAirUnitCap> Should be 0 <br /><br /><br />
<iDropRange></iDropRange> The range which the unit can parachute-jump<br /><br /><br />
<iNukeRange></iNukeRange> The range at which the 'nuke' can be launched (0 for non-nukes)<br /><br /><br />
<iWorkRate></iWorkRate> The rate at which the unit improves tiles<br /><br /><br />
<iBaseDiscover></iBaseDiscover> The rate at which a unit discovers tiles <br /><br /><br />
<iDiscoverMultiplier></iDiscoverMultiplier> Affects the rate at which the unit discovers tiles<br /><br /><br />
<iBaseHurry></iBaseHurry> No idea<br /><br /><br />
<iHurryMultiplier></iHurryMultiplier> Like <iDiscoverMultiplier><br /><br /><br />
<iBaseTrade></iBaseTrade> No idea<br /><br /><br />
<iTradeMultiplier></iTradeMultiplier> See above <br /><br /><br />
<iGreatWorkCulture></iGreatWorkCulture> The amount of culture that the unit can generate from a Great Work<br /><br /><br />
<iEspionagePoints></iEspionagePoints> Used for spies <br /><br /><br />
<TerrainImpassables></TerrainImpassables><br /><br /><br />
<FeatureImpassables/><br /><br /><br />
<TerrainPassableTechs/><br /><br /><br />
<FeaturePassableTechs/><br /><br /><br />
<iCombat>2</iCombat><br /><br /><br />
<iCombatLimit>100</iCombatLimit><br /><br /><br />
<iAirCombat>0</iAirCombat><br /><br /><br />
<iAirCombatLimit>0</iAirCombatLimit><br /><br /><br />
<iXPValueAttack>4</iXPValueAttack><br /><br /><br />
<iXPValueDefense>2</iXPValueDefense><br /><br /><br />
<iFirstStrikes>0</iFirstStrikes><br /><br /><br />
<iChanceFirstStrikes>0</iChanceFirstStrikes><br /><br /><br />
<iInterceptionProbability>0</iInterceptionProbability><br /><br /><br />
<iEvasionProbability>0</iEvasionProbability><br /><br /><br />
<iWithdrawalProb>0</iWithdrawalProb><br /><br /><br />
<iCollateralDamage>0</iCollateralDamage><br /><br /><br />
<iCollateralDamageLimit>0</iCollateralDamageLimit><br /><br /><br />
<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits><br /><br /><br />
<iCityAttack>0</iCityAttack><br /><br /><br />
<iCityDefense>0</iCityDefense><br /><br /><br />
<iAnimalCombat>0</iAnimalCombat><br /><br /><br />
<iHillsAttack>0</iHillsAttack><br /><br /><br />
<iHillsDefense>0</iHillsDefense><br /><br /><br />
<TerrainNatives><br /><br /><br />
<TerrainNative></TerrainNative><br /><br /><br />
<FeatureNatives/><br /><br /><br />
<TerrainAttacks/><br /><br /><br />
<TerrainDefenses/><br /><br /><br />
<FeatureAttacks/><br /><br /><br />
<FeatureDefenses/><br /><br /><br />
<UnitClassAttackMods/><br /><br /><br />
<UnitClassDefenseMods/><br /><br /><br />
<UnitCombatMods/><br /><br /><br />
<UnitCombatCollateralImmunes/><br /><br /><br />
<DomainMods/><br /><br /><br />
<BonusProductionModifiers/><br /><br /><br />
<iBombRate>0</iBombRate><br /><br /><br />
<iBombardRate>0</iBombardRate><br /><br /><br />
<SpecialCargo>NONE</SpecialCargo><br /><br /><br />
<DomainCargo>NONE</DomainCargo><br /><br /><br />
'''<iCargo></iCargo>''' The number of units that it can carry<br /><br /><br />
<br />
<br />
Misc Tags <br />
<br />
'''<iConscription></iConscription>''' If 1, the unit can be Drafted <br /><br /><br />
<iCultureGarrison></iCultureGarrison> Don't know what this does <br /><br /><br />
<iExtraCost></iExtraCost><br />
<iAsset>0</iAsset><br />
<iPower>0</iPower><br />
<br />
<br />
Art Tags <br />
<br />
<br />
<UnitMeshGroups><br />
<iGroupSize>3</iGroupSize><br />
<fMaxSpeed>1.75</fMaxSpeed><br />
<fPadTime>1</fPadTime><br />
<iMeleeWaveSize>3</iMeleeWaveSize><br />
<iRangedWaveSize>0</iRangedWaveSize><br />
<UnitMeshGroup><br />
<iRequired>3</iRequired><br />
<EarlyArtDefineTag>ART_DEF_UNIT_LION</EarlyArtDefineTag><br />
</UnitMeshGroup><br />
</UnitMeshGroups><br />
<FormationType>FORMATION_TYPE_ANIMAL</FormationType><br />
<HotKey/><br />
<bAltDown>0</bAltDown><br />
<bShiftDown>0</bShiftDown><br />
<bCtrlDown>0</bCtrlDown><br />
<iHotKeyPriority>0</iHotKeyPriority><br />
<FreePromotions/><br />
<LeaderPromotion>NONE</LeaderPromotion><br />
<iLeaderExperience>0</iLeaderExperience></div>Flying Pighttps://modiki.civfanatics.com/index.php?title=Civ4UnitInfos&diff=73Civ4UnitInfos2009-05-09T17:30:12Z<p>Flying Pig: /* Header Tags */</p>
<hr />
<div>The '''Civ4UnitInfos''' XML file controls data related to individual units: for example, a unit's strength value or hammer cost. There are also more detailed options, affecting things like transport capability, prerequisites, and other complex features.<br />
<br />
All tags must be opened and closed; the first is the 'open', the second the 'closed' tag. If nothing goes inside a 'list tag', then it should just be the opening tag with a / before the closing bracket. The following tables contain all available tags, as well as their purpose and accepted values.<br />
<br />
== Header Tags ==<br />
<br />
{| class="wikitable" border="1" style="text-align:left" cellpadding="5"<br />
|-<br />
! Tag !! Usage<br />
|-<br />
! UnitInfos<br />
| This begins and ends the file. Everything must go in between these two, or it will not work.<br />
|-<br />
! UnitInfo<br />
| Each different unit's data is enclosed in a seperate tag like this.<br />
|-<br />
! Class<br />
| The class as defined in CIV4UnitClassInfos.xml. Class is the thing that holds, say, a Swordsman and a Praetorian together; each civilisation can only have one of each class.<br />
|-<br />
! Type<br />
| The name of the unit; which must be unique<br />
|-<br />
! UniqueNames<br />
| Only ever a closing tag. Just put it in, OK?<br />
|-<br />
! Special<br />
| Should be NONE unless it comes under a heading in CIV4SpecialUnitInfos.xml; in which case write that.<br />
|-<br />
! Capture<br />
| Either NONE, or the unit which the unit turns into when captured<br />
|-<br />
! Combat<br />
| The combat, 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.<br />
|-<br />
! Domain<br />
| DOMAIN_ - then AIR, SEA or LAND<br />
|-<br />
! DefaultUnitAI<br />
| The default way in which the AI uses the unit.<br />
|-<br />
! Invisible<br />
| Either NONE (either meaning not invisible or completely invisible, see below) or INVISIBLE_STEALTH or INVISIBLE_SUBMARINE<br />
|-<br />
! SeeInvisible<br />
| Either NONE or a category of invisibility above. Means that the unit can see all units with this type of invisibility<br />
|-<br />
|}<br />
<br />
== Text Tags ==<br />
<br />
<br />
{| class="wikitable" border="1" style="text-align:left" cellpadding="5"<br />
! Description<br />
| Either text or a key from the text files. The name displayed for the unit. <br />
|-<br />
! Civilopedia<br />
| As above for the Civiliopedia entry<br />
|-<br />
! Strategy<br />
| As above for the Sid's Tips, also displayed above the Civilopedia entry<br />
|-<br />
! Advisor<br />
| Almost always ADVISOR_MILITARY; the rationale that the game gives for reccomending the unit.<br />
|}<br />
<br />
== Boolean Tags ==<br />
<br />
{| class="wikitable" border="1" style="text-align:left" cellpadding="5"<br />
|-<br />
! Tag !! Usage<br />
|-<br />
! bAnimal<br />
| <br />
|-<br />
! bFood<br />
| <br />
|-<br />
! bNoBadGoodies<br />
| <br />
|-<br />
! bOnlyDefensive<br />
| <br />
|-<br />
! bNoCapture<br />
| <br />
|-<br />
! bQuickCombat<br />
| <br />
|-<br />
! bRivalTerritory<br />
| <br />
|-<br />
! bMilitaryHappiness<br />
| <br />
|-<br />
! bMilitarySupport<br />
| <br />
|-<br />
! bMilitaryProduction<br />
| <br />
|-<br />
! bPillage<br />
| <br />
|-<br />
! bSpy<br />
| <br />
|-<br />
! bSabotage<br />
| <br />
|-<br />
! bDestroy<br />
| <br />
|-<br />
! bStealPlans<br />
| <br />
|-<br />
! bInvestigate<br />
| <br />
|-<br />
! bCounterSpy<br />
| <br />
|-<br />
! bFound<br />
| <br />
|-<br />
! bGoldenAge<br />
| <br />
|-<br />
! bInvisible<br />
| <br />
|-<br />
! bFirstStrikeImmune<br />
| <br />
|-<br />
! bNoDefensiveBonus<br />
| <br />
|-<br />
! bIgnoreBuildingDefense<br />
| <br />
|-<br />
! bCanMoveImpassible<br />
| <br />
|-<br />
! bCanMoveAllTerrain<br />
| <br />
|-<br />
! bFlatMovementCost<br />
| <br />
|-<br />
! bIgnoreTerrainCost<br />
| <br />
|-<br />
! bNukeInnume<br />
| <br />
|-<br />
! bPrereqBonuses<br />
| <br />
|-<br />
! bPrereqReligion<br />
| <br />
|-<br />
! bMechanized<br />
| <br />
|-<br />
! bSuicide<br />
| <br />
|-<br />
! bHiddenNationality<br />
| <br />
|-<br />
! bAlwaysHostile<br />
| <br />
|}<br />
<br />
== List Tags ==<br />
<br />
== Prerequisite Tags ==<br />
<br />
== Integer Tags ==<br />
<br />
== Miscellaneous Tags ==<br />
<br />
== Art Tags ==<br />
<br />
<br />
----<br />
<br />
'''<UnitInfos></UnitInfos>''' This begins and ends the file. Everything must go in between these two, or it will not work.<br /><br /><br />
'''<UnitInfo></UnitInfo>''' Each different unit's data is enclosed in a seperate tag like this.<br /><br /><br />
'''<Class></Class>''' The class as defined in CIV4UnitClassInfos.xml. Class is the thing that holds, say, a Swordsman and a Praetorian together; each civilisation can only have one of each class.<br /><br /><br />
'''<Type></Type>''' The unit's in-game name, which must be unique.<br /><br /><br />
'''<UniqueNames/>''' Only ever a closing tag, this must be put in after the <Type></Type> tag to show that the unit's 'name' is now finished.<br /><br /><br />
'''<Special></Special>''' Should be NONE unless the unit is in one of your special categories in CIV4SpecialUnitInfos.xml; in which case put that in. <br /><br /><br />
'''<Capture></Capture>''' Should be NONE unless the unit can be captured, in which case it is the class of the unit which appears when it is captured<br /><br /><br />
'''<Combat></Combat>''' Shows the unit's combat, out of UNITCOMBAT_MELEE, UNITCOMBAT_ARCHER, UNITCOMBAT_MOUNTED, UNITCOMBAT_GUN, UNITCOMBAT_SIEGE, UNITCOMBAT_NAVAL, UNITCOMBAT_AIR and UNITCOMBAT_HELICOPTER<br /><br /><br />
'''<Domain></Domain>''' DOMAIN_, then AIR, SEA or LAND. Shows whether the unit is an air, sea or land unit.<br /><br /><br />
'''<DefaultUnitAI></DefaultUnitAI>''' How the AI uses the unit, by default.<br /><br /><br />
'''<Invisible></Invisible>''' Either NONE, INVISIBLE_SUBMARINE or INVISIBLE_STEALTH. If it is not NONE, then the value is what sort of invisibility it has (see below) <br /><br /><br />
'''<SeeInvisible></SeeInvisible>''' NONE, or else the sort of invisible unit (see above) that it can see.<br /><br /><br />
'''<Description></Description>''' The name of the unit as displayed on screen. Can either be text or a tag from another file. If it is not out of a text database, the computer will read what is in here.<br /><br /><br />
'''<Civilopedia></Civilopedia>''' As above; the entry in the Civilopedia for the unit.<br /><br /><br />
'''<Strategy></Strategy>''' The Sid's Tips, as above. Also displayed at the top of the Civilopedia entry<br /><br /><br />
'''<Advisor></Advisor>''' The advisor that will chip in (normally ADVISOR_MILITARY) when building this unit is a good idea.<br /><br /><br />
<br />
Boolean Tags <br />
<br />
<bAnimal></bAnimal> Is the unit an animal, out of 1 (yes) or 0 (no). If it is, the Barbarians only can build it and it will not enter cultural borders.<br /><br /><br />
<bFood></bFood> If 1, the city cannot grow while producing this unit, in the same manner as Settlers and Workers. 0 means that the city can grow and train at the same time.<br /><br /><br />
<bNoBadGoodies></bNoBadGoodies> Is set to 1 for Scouts and Explorers; means that Tribal Villages will never attack this unit.<br /><br /><br />
<bOnlyDefensive></bOnlyDefensive> If set to 1, the unit cannot attack other units.<br /><br /><br />
<bNoCapture></bNoCapture> If set to 1, the unit cannot take cities, even when there are no units in them.<br /><br /><br />
<bQuickCombat></bQuickCombat> Always set to 0; not sure what it does.<br /><br /><br />
<bRivalTerritory></bRivalTerritory> If set to 1, the unit can enter enemy territory without declaring war.<br /><br /><br />
<bMilitaryHappiness></bMilitaryHappiness> If set to 1, the unit is treated as a military unit by the people of a city in terms of deciding whether they are angry about lack of protection or happy from the Monarchy civic<br /><br /><br />
<bMilitarySupport></bMilitarySupport> If set to 1, counts as a military unit for the penalty posed by Pacifism and other bonusus/penalties like that.<br /><br /><br />
<bMilitaryProduction></bMilitaryProduction> If set to 1, the unit counts as a military unit for the purposes of production and any bonuses and penalties applied on the prodution of military units.<br /><br /><br />
<bPillage></bPillage> If set to 1, the unit can pillage enemy tiles<br /><br /><br />
<bSpy></bSpy> If set to 1, the unit is a spy<br /><br /><br />
<bSabotage></bSabotage> In Vanilla and Warlords, this means that the unit can sabotage production like a Spy in an enemy city. It should be 0 in BTS.<br /><br /><br />
<bDestroy></bDestroy> As above, but for Destroy Improvement<br /><br /><br />
<bStealPlans></bStealPlans> As above, for Steal Plans<br /><br /><br />
<bInvestigate></bInvestigate> As above, for Investigate City<br /><br /><br />
<bCounterSpy></bCounterSpy> As above, for Perform Counterespionage.<br /><br /><br />
<bFound></bFound> If set to 1, the unit can found a new city.<br /><br /><br />
<bGoldenAge></bGoldenAge> If set to 1, the unit counts as a Great Person to start a Golden Age.<br /><br /><br />
<bInvisible></bInvisible> If set to 1, is invisible to all units.<br /><br /><br />
<bFirstStrikeImmune></bFirstStrikeImmune> If set to 1, the unit is immune to all first strikes.<br /><br /><br />
<bNoDefensiveBonus></bNoDefensiveBonus> If set to 1, the unit does not recieve defensive bonuses<br /><br /><br />
<bIgnoreBuildingDefense></bIgnoreBuildingDefense> If set to 1, the unit ignores defensive bonuses from enemy walls and castles, like a Gunpowder unit.<br /><br /><br />
<bCanMoveImpassable></bCanMoveImpassable> If set to 1, the unit can move under ice. Used for Submarines.<br /><br /><br />
<bCanMoveAllTerrain></bCanMoveAllTerrain> If set to 1, the unit can move over all terrain.<br /><br /><br />
<bFlatMovementCost></bFlatMovementCost> If set to 1, the unit pays this fixed price to enter all terrain.<br /><br /> <br />
<bIgnoreTerrainCost></bIgnoreTerrainCost> If set to 1, the unit ignores the cost of terrain to move into.<br /><br /> <br />
<bNukeImmune></bNukeImmune> If set to 1, the unit is immune to damage from nukes.<br /><br /> <br />
<bPrereqBonuses></bPrereqBonuses> Set to 0 for all unit except Work Boats. Not sure what it does.<br /><br /> <br />
<bPrereqReligion></bPrereqReligion> If set to 1, the unit requires the State Religion to be present in the city.<br /><br /><br />
<bMechanized></bMechanized> Not sure what this does. Can be 1 or 0.<br /><br /><br />
<bSuicide></bSuicide> If set to 1, the unit dies when it makes an attack<br /><br /><br />
<bHiddenNationality></bHiddenNationality> If set to 1, the unit bears no marking of nationality.<br /><br /><br />
<bAlwaysHostile></bAlwaysHostile> If set to 1, can attack the enemy without declaring war.<br /><br /><br />
<br />
List Tags <br />
<br />
<UnitClassUpgrades></UnitClassUpgrades> Inside here you put all of the unit classes which the unit upgrades to.<br /><br />
<UnitClassUpgrade></UnitClassUpgrade> Enclose in this tag everything which the unit upgrades to.<br /><br /><br />
<UnitClassTargets></UnitClassTargets> Not sure what this does.<br /><br />
<UnitCombatTargets></UnitCombatTargets> Same as above<br /><br /><br />
<UnitClassDefenders></UnitClassDefenders> Same as above <br /><br />
<UnitCombatDefenders></UnitCombatDefenders> Same as above <br /><br /><br />
<FlankingStrikes></FlankingStrikes> All Flank Attacks which the unit gets should go under here.<br /><br />
<FlankingStrike></FlankingStrike> Put the unit and number of Flanking Strikes here.<br /><br /><br />
<UnitAIs></UnitAIs> Inside here go the methods which the AI uses to command this unit.<br /><br />
<UnitAI></UnitAI> Put each AI in here.<br /><br /><br />
<NotUnitAIs></NotUnitAIs> As <UnitAIs>, but for the tasks which the AI will never consider the unit for.<br /><br />
<NotUnitAI></NotUnitAI> As above for <UnitAI><br /><br /><br />
<Builds></Builds> For all the things that the unit can build on tiles<br /><br />
<Build></Build> Each thing that the unit can build goes in one of these.<br /><br /><br />
<ReligionSpreads></ReligionSpreads> Put the religions which the unit can spread here. <br /><br />
<ReligionSpread></ReligionSpread> Each religion goes in here<br /><br /> <br />
<CorporationSpreads></CorporationSpreads> As above for <ReligionSpreads><br /><br />
<CorporationSpread></CorporationSpread> As above for <ReligionSpread><br /><br /><br />
<GreatPeoples></GreatPeoples> The types of Super Specialist that this person can become<br /><br />
<GreatPeopleType></GreatPeopleType> Each type of Super Specialist goes in here.<br /><br /><br />
<Buildings></Buildings> All of the things that the unit can construct in a city go here.<br /><br />
<Building></Building> Each building goes in one of these<br /><br /><br />
<ForceBuildings></ForceBuildings> Don't know what this does<br /><br /><br />
<br />
<br />
Preresquisite Tags <br />
<br />
<HolyCity></HolyCity> If not NONE, then it is the Holy City needed to build the unit.<br /><br /><br />
<ReligionType></ReligionType> For units, always NONE.<br /><br /><br />
<StateReligion></StateReligion> If not NONE, the State Religion needed to build this unit<br /><br /><br />
<PrereqReligion></PrereqReligion> As above for Religion<br /><br /><br />
<PrereqCorporation></PrereqCorporation> As above for Corporation<br /><br /><br />
<PrereqBuilding></PrereqBuilding> As above for building<br /><br /><br />
<PrereqTech></PrereqTech> As above for technology<br />
<TechTypes></TechTypes> Encloses the above <br />
<BonusType></BonusType> If not NONE, the resource needed to build the unit<br /><br /><br />
<PrereqBonuses></PrereqBonuses> Don't know what this does<br /><br /><br />
<ProductionTraits></ProductionTraits> The leader traits which affect production of this unit<br /><br /><br />
<Flavors><Flavors> The 'flavors' of a unit - not sure what they do<br /><br /><br />
<br />
<br />
Integer Tags <br />
<br />
<br />
<iAIWeight></iAIWeight> The preference given by the AI to this unit<br /><br /><br />
<iCost></iCost> The cost in hammers of the unit<br /><br /><br />
<iHurryCostModifier></iHurryCostModifier> The number by which you multiply the cost to get the hurry cost<br /><br /><br />
<iAdvancedStartCost></iAdvancedStartCost> The cost on Advanced Start<br /><br /><br />
<iAdvancedStartCostIncrease></iAdvancedStartCostIncrease> The increase in cost on Advanced Start<br /><br /><br />
<iMinAreaSize></iMinAreaSize> Don't know what this does<br /><br /><br />
<iMoves></iMoves>The number of moves a unit has<br /><br /><br />
<bNoRevealMap></bNoRevealMap> If 1, the unit does not reveal the map <br /><br /><br />
<iAirRange></iAirRange> For Air Units, the range<br /><br /><br />
<iAirUnitCap></iAirUnitCap> Should be 0 <br /><br /><br />
<iDropRange></iDropRange> The range which the unit can parachute-jump<br /><br /><br />
<iNukeRange></iNukeRange> The range at which the 'nuke' can be launched (0 for non-nukes)<br /><br /><br />
<iWorkRate></iWorkRate> The rate at which the unit improves tiles<br /><br /><br />
<iBaseDiscover></iBaseDiscover> The rate at which a unit discovers tiles <br /><br /><br />
<iDiscoverMultiplier></iDiscoverMultiplier> Affects the rate at which the unit discovers tiles<br /><br /><br />
<iBaseHurry></iBaseHurry> No idea<br /><br /><br />
<iHurryMultiplier></iHurryMultiplier> Like <iDiscoverMultiplier><br /><br /><br />
<iBaseTrade></iBaseTrade> No idea<br /><br /><br />
<iTradeMultiplier></iTradeMultiplier> See above <br /><br /><br />
<iGreatWorkCulture></iGreatWorkCulture> The amount of culture that the unit can generate from a Great Work<br /><br /><br />
<iEspionagePoints></iEspionagePoints> Used for spies <br /><br /><br />
<TerrainImpassables></TerrainImpassables><br /><br /><br />
<FeatureImpassables/><br /><br /><br />
<TerrainPassableTechs/><br /><br /><br />
<FeaturePassableTechs/><br /><br /><br />
<iCombat>2</iCombat><br /><br /><br />
<iCombatLimit>100</iCombatLimit><br /><br /><br />
<iAirCombat>0</iAirCombat><br /><br /><br />
<iAirCombatLimit>0</iAirCombatLimit><br /><br /><br />
<iXPValueAttack>4</iXPValueAttack><br /><br /><br />
<iXPValueDefense>2</iXPValueDefense><br /><br /><br />
<iFirstStrikes>0</iFirstStrikes><br /><br /><br />
<iChanceFirstStrikes>0</iChanceFirstStrikes><br /><br /><br />
<iInterceptionProbability>0</iInterceptionProbability><br /><br /><br />
<iEvasionProbability>0</iEvasionProbability><br /><br /><br />
<iWithdrawalProb>0</iWithdrawalProb><br /><br /><br />
<iCollateralDamage>0</iCollateralDamage><br /><br /><br />
<iCollateralDamageLimit>0</iCollateralDamageLimit><br /><br /><br />
<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits><br /><br /><br />
<iCityAttack>0</iCityAttack><br /><br /><br />
<iCityDefense>0</iCityDefense><br /><br /><br />
<iAnimalCombat>0</iAnimalCombat><br /><br /><br />
<iHillsAttack>0</iHillsAttack><br /><br /><br />
<iHillsDefense>0</iHillsDefense><br /><br /><br />
<TerrainNatives><br /><br /><br />
<TerrainNative></TerrainNative><br /><br /><br />
<FeatureNatives/><br /><br /><br />
<TerrainAttacks/><br /><br /><br />
<TerrainDefenses/><br /><br /><br />
<FeatureAttacks/><br /><br /><br />
<FeatureDefenses/><br /><br /><br />
<UnitClassAttackMods/><br /><br /><br />
<UnitClassDefenseMods/><br /><br /><br />
<UnitCombatMods/><br /><br /><br />
<UnitCombatCollateralImmunes/><br /><br /><br />
<DomainMods/><br /><br /><br />
<BonusProductionModifiers/><br /><br /><br />
<iBombRate>0</iBombRate><br /><br /><br />
<iBombardRate>0</iBombardRate><br /><br /><br />
<SpecialCargo>NONE</SpecialCargo><br /><br /><br />
<DomainCargo>NONE</DomainCargo><br /><br /><br />
'''<iCargo></iCargo>''' The number of units that it can carry<br /><br /><br />
<br />
<br />
Misc Tags <br />
<br />
'''<iConscription></iConscription>''' If 1, the unit can be Drafted <br /><br /><br />
<iCultureGarrison></iCultureGarrison> Don't know what this does <br /><br /><br />
<iExtraCost></iExtraCost><br />
<iAsset>0</iAsset><br />
<iPower>0</iPower><br />
<br />
<br />
Art Tags <br />
<br />
<br />
<UnitMeshGroups><br />
<iGroupSize>3</iGroupSize><br />
<fMaxSpeed>1.75</fMaxSpeed><br />
<fPadTime>1</fPadTime><br />
<iMeleeWaveSize>3</iMeleeWaveSize><br />
<iRangedWaveSize>0</iRangedWaveSize><br />
<UnitMeshGroup><br />
<iRequired>3</iRequired><br />
<EarlyArtDefineTag>ART_DEF_UNIT_LION</EarlyArtDefineTag><br />
</UnitMeshGroup><br />
</UnitMeshGroups><br />
<FormationType>FORMATION_TYPE_ANIMAL</FormationType><br />
<HotKey/><br />
<bAltDown>0</bAltDown><br />
<bShiftDown>0</bShiftDown><br />
<bCtrlDown>0</bCtrlDown><br />
<iHotKeyPriority>0</iHotKeyPriority><br />
<FreePromotions/><br />
<LeaderPromotion>NONE</LeaderPromotion><br />
<iLeaderExperience>0</iLeaderExperience></div>Flying Pighttps://modiki.civfanatics.com/index.php?title=Civ4UnitInfos&diff=72Civ4UnitInfos2009-05-09T17:07:06Z<p>Flying Pig: /* Text Tags */</p>
<hr />
<div>The '''Civ4UnitInfos''' XML file controls data related to individual units: for example, a unit's strength value or hammer cost. There are also more detailed options, affecting things like transport capability, prerequisites, and other complex features.<br />
<br />
All tags must be opened and closed; the first is the 'open', the second the 'closed' tag. If nothing goes inside a 'list tag', then it should just be the opening tag with a / before the closing bracket. The following tables contain all available tags, as well as their purpose and accepted values.<br />
<br />
== Header Tags ==<br />
<br />
{| class="wikitable" border="1" style="text-align:left" cellpadding="5"<br />
|-<br />
! Tag !! Usage<br />
|-<br />
! UnitInfos<br />
| This begins and ends the file. Everything must go in between these two, or it will not work.<br />
|-<br />
! UnitInfo<br />
| Each different unit's data is enclosed in a seperate tag like this.<br />
|-<br />
! Class<br />
| The class as defined in CIV4UnitClassInfos.xml. Class is the thing that holds, say, a Swordsman and a Praetorian together; each civilisation can only have one of each class.<br />
|-<br />
! Type<br />
| The name of the unit; which must be unique<br />
|-<br />
! UniqueNames<br />
| Only ever a closing tag. Just put it in, OK?<br />
|-<br />
! Special<br />
| Should be NONE unless it comes under a heading in CIV4SpecialUnitInfos.xml; in which case write that.<br />
|-<br />
! Capture<br />
| Either NONE, or the unit which the unit turns into when captured<br />
|-<br />
! Combat<br />
| The combat, as in UNITCOMBAT_MELEE, of the unit - used to determine bonuses in combat.<br />
|-<br />
! Domain<br />
| DOMAIN_ - then AIR, SEA or LAND<br />
|-<br />
! DefaultUnitAI<br />
| <br />
|-<br />
! Invisible<br />
| <br />
|-<br />
! SeeInvisible<br />
| <br />
|-<br />
|}<br />
<br />
<br />
== Text Tags ==<br />
<br />
<br />
{| class="wikitable" border="1" style="text-align:left" cellpadding="5"<br />
! Description<br />
| Either text or a key from the text files. The name displayed for the unit. <br />
|-<br />
! Civilopedia<br />
| As above for the Civiliopedia entry<br />
|-<br />
! Strategy<br />
| As above for the Sid's Tips, also displayed above the Civilopedia entry<br />
|-<br />
! Advisor<br />
| Almost always ADVISOR_MILITARY; the rationale that the game gives for reccomending the unit.<br />
|}<br />
<br />
== Boolean Tags ==<br />
<br />
{| class="wikitable" border="1" style="text-align:left" cellpadding="5"<br />
|-<br />
! Tag !! Usage<br />
|-<br />
! bAnimal<br />
| <br />
|-<br />
! bFood<br />
| <br />
|-<br />
! bNoBadGoodies<br />
| <br />
|-<br />
! bOnlyDefensive<br />
| <br />
|-<br />
! bNoCapture<br />
| <br />
|-<br />
! bQuickCombat<br />
| <br />
|-<br />
! bRivalTerritory<br />
| <br />
|-<br />
! bMilitaryHappiness<br />
| <br />
|-<br />
! bMilitarySupport<br />
| <br />
|-<br />
! bMilitaryProduction<br />
| <br />
|-<br />
! bPillage<br />
| <br />
|-<br />
! bSpy<br />
| <br />
|-<br />
! bSabotage<br />
| <br />
|-<br />
! bDestroy<br />
| <br />
|-<br />
! bStealPlans<br />
| <br />
|-<br />
! bInvestigate<br />
| <br />
|-<br />
! bCounterSpy<br />
| <br />
|-<br />
! bFound<br />
| <br />
|-<br />
! bGoldenAge<br />
| <br />
|-<br />
! bInvisible<br />
| <br />
|-<br />
! bFirstStrikeImmune<br />
| <br />
|-<br />
! bNoDefensiveBonus<br />
| <br />
|-<br />
! bIgnoreBuildingDefense<br />
| <br />
|-<br />
! bCanMoveImpassible<br />
| <br />
|-<br />
! bCanMoveAllTerrain<br />
| <br />
|-<br />
! bFlatMovementCost<br />
| <br />
|-<br />
! bIgnoreTerrainCost<br />
| <br />
|-<br />
! bNukeInnume<br />
| <br />
|-<br />
! bPrereqBonuses<br />
| <br />
|-<br />
! bPrereqReligion<br />
| <br />
|-<br />
! bMechanized<br />
| <br />
|-<br />
! bSuicide<br />
| <br />
|-<br />
! bHiddenNationality<br />
| <br />
|-<br />
! bAlwaysHostile<br />
| <br />
|}<br />
<br />
== List Tags ==<br />
<br />
== Prerequisite Tags ==<br />
<br />
== Integer Tags ==<br />
<br />
== Miscellaneous Tags ==<br />
<br />
== Art Tags ==<br />
<br />
<br />
----<br />
<br />
'''<UnitInfos></UnitInfos>''' This begins and ends the file. Everything must go in between these two, or it will not work.<br /><br /><br />
'''<UnitInfo></UnitInfo>''' Each different unit's data is enclosed in a seperate tag like this.<br /><br /><br />
'''<Class></Class>''' The class as defined in CIV4UnitClassInfos.xml. Class is the thing that holds, say, a Swordsman and a Praetorian together; each civilisation can only have one of each class.<br /><br /><br />
'''<Type></Type>''' The unit's in-game name, which must be unique.<br /><br /><br />
'''<UniqueNames/>''' Only ever a closing tag, this must be put in after the <Type></Type> tag to show that the unit's 'name' is now finished.<br /><br /><br />
'''<Special></Special>''' Should be NONE unless the unit is in one of your special categories in CIV4SpecialUnitInfos.xml; in which case put that in. <br /><br /><br />
'''<Capture></Capture>''' Should be NONE unless the unit can be captured, in which case it is the class of the unit which appears when it is captured<br /><br /><br />
'''<Combat></Combat>''' Shows the unit's combat, out of UNITCOMBAT_MELEE, UNITCOMBAT_ARCHER, UNITCOMBAT_MOUNTED, UNITCOMBAT_GUN, UNITCOMBAT_SIEGE, UNITCOMBAT_NAVAL, UNITCOMBAT_AIR and UNITCOMBAT_HELICOPTER<br /><br /><br />
'''<Domain></Domain>''' DOMAIN_, then AIR, SEA or LAND. Shows whether the unit is an air, sea or land unit.<br /><br /><br />
'''<DefaultUnitAI></DefaultUnitAI>''' How the AI uses the unit, by default.<br /><br /><br />
'''<Invisible></Invisible>''' Either NONE, INVISIBLE_SUBMARINE or INVISIBLE_STEALTH. If it is not NONE, then the value is what sort of invisibility it has (see below) <br /><br /><br />
'''<SeeInvisible></SeeInvisible>''' NONE, or else the sort of invisible unit (see above) that it can see.<br /><br /><br />
'''<Description></Description>''' The name of the unit as displayed on screen. Can either be text or a tag from another file. If it is not out of a text database, the computer will read what is in here.<br /><br /><br />
'''<Civilopedia></Civilopedia>''' As above; the entry in the Civilopedia for the unit.<br /><br /><br />
'''<Strategy></Strategy>''' The Sid's Tips, as above. Also displayed at the top of the Civilopedia entry<br /><br /><br />
'''<Advisor></Advisor>''' The advisor that will chip in (normally ADVISOR_MILITARY) when building this unit is a good idea.<br /><br /><br />
<br />
Boolean Tags <br />
<br />
<bAnimal></bAnimal> Is the unit an animal, out of 1 (yes) or 0 (no). If it is, the Barbarians only can build it and it will not enter cultural borders.<br /><br /><br />
<bFood></bFood> If 1, the city cannot grow while producing this unit, in the same manner as Settlers and Workers. 0 means that the city can grow and train at the same time.<br /><br /><br />
<bNoBadGoodies></bNoBadGoodies> Is set to 1 for Scouts and Explorers; means that Tribal Villages will never attack this unit.<br /><br /><br />
<bOnlyDefensive></bOnlyDefensive> If set to 1, the unit cannot attack other units.<br /><br /><br />
<bNoCapture></bNoCapture> If set to 1, the unit cannot take cities, even when there are no units in them.<br /><br /><br />
<bQuickCombat></bQuickCombat> Always set to 0; not sure what it does.<br /><br /><br />
<bRivalTerritory></bRivalTerritory> If set to 1, the unit can enter enemy territory without declaring war.<br /><br /><br />
<bMilitaryHappiness></bMilitaryHappiness> If set to 1, the unit is treated as a military unit by the people of a city in terms of deciding whether they are angry about lack of protection or happy from the Monarchy civic<br /><br /><br />
<bMilitarySupport></bMilitarySupport> If set to 1, counts as a military unit for the penalty posed by Pacifism and other bonusus/penalties like that.<br /><br /><br />
<bMilitaryProduction></bMilitaryProduction> If set to 1, the unit counts as a military unit for the purposes of production and any bonuses and penalties applied on the prodution of military units.<br /><br /><br />
<bPillage></bPillage> If set to 1, the unit can pillage enemy tiles<br /><br /><br />
<bSpy></bSpy> If set to 1, the unit is a spy<br /><br /><br />
<bSabotage></bSabotage> In Vanilla and Warlords, this means that the unit can sabotage production like a Spy in an enemy city. It should be 0 in BTS.<br /><br /><br />
<bDestroy></bDestroy> As above, but for Destroy Improvement<br /><br /><br />
<bStealPlans></bStealPlans> As above, for Steal Plans<br /><br /><br />
<bInvestigate></bInvestigate> As above, for Investigate City<br /><br /><br />
<bCounterSpy></bCounterSpy> As above, for Perform Counterespionage.<br /><br /><br />
<bFound></bFound> If set to 1, the unit can found a new city.<br /><br /><br />
<bGoldenAge></bGoldenAge> If set to 1, the unit counts as a Great Person to start a Golden Age.<br /><br /><br />
<bInvisible></bInvisible> If set to 1, is invisible to all units.<br /><br /><br />
<bFirstStrikeImmune></bFirstStrikeImmune> If set to 1, the unit is immune to all first strikes.<br /><br /><br />
<bNoDefensiveBonus></bNoDefensiveBonus> If set to 1, the unit does not recieve defensive bonuses<br /><br /><br />
<bIgnoreBuildingDefense></bIgnoreBuildingDefense> If set to 1, the unit ignores defensive bonuses from enemy walls and castles, like a Gunpowder unit.<br /><br /><br />
<bCanMoveImpassable></bCanMoveImpassable> If set to 1, the unit can move under ice. Used for Submarines.<br /><br /><br />
<bCanMoveAllTerrain></bCanMoveAllTerrain> If set to 1, the unit can move over all terrain.<br /><br /><br />
<bFlatMovementCost></bFlatMovementCost> If set to 1, the unit pays this fixed price to enter all terrain.<br /><br /> <br />
<bIgnoreTerrainCost></bIgnoreTerrainCost> If set to 1, the unit ignores the cost of terrain to move into.<br /><br /> <br />
<bNukeImmune></bNukeImmune> If set to 1, the unit is immune to damage from nukes.<br /><br /> <br />
<bPrereqBonuses></bPrereqBonuses> Set to 0 for all unit except Work Boats. Not sure what it does.<br /><br /> <br />
<bPrereqReligion></bPrereqReligion> If set to 1, the unit requires the State Religion to be present in the city.<br /><br /><br />
<bMechanized></bMechanized> Not sure what this does. Can be 1 or 0.<br /><br /><br />
<bSuicide></bSuicide> If set to 1, the unit dies when it makes an attack<br /><br /><br />
<bHiddenNationality></bHiddenNationality> If set to 1, the unit bears no marking of nationality.<br /><br /><br />
<bAlwaysHostile></bAlwaysHostile> If set to 1, can attack the enemy without declaring war.<br /><br /><br />
<br />
List Tags <br />
<br />
<UnitClassUpgrades></UnitClassUpgrades> Inside here you put all of the unit classes which the unit upgrades to.<br /><br />
<UnitClassUpgrade></UnitClassUpgrade> Enclose in this tag everything which the unit upgrades to.<br /><br /><br />
<UnitClassTargets></UnitClassTargets> Not sure what this does.<br /><br />
<UnitCombatTargets></UnitCombatTargets> Same as above<br /><br /><br />
<UnitClassDefenders></UnitClassDefenders> Same as above <br /><br />
<UnitCombatDefenders></UnitCombatDefenders> Same as above <br /><br /><br />
<FlankingStrikes></FlankingStrikes> All Flank Attacks which the unit gets should go under here.<br /><br />
<FlankingStrike></FlankingStrike> Put the unit and number of Flanking Strikes here.<br /><br /><br />
<UnitAIs></UnitAIs> Inside here go the methods which the AI uses to command this unit.<br /><br />
<UnitAI></UnitAI> Put each AI in here.<br /><br /><br />
<NotUnitAIs></NotUnitAIs> As <UnitAIs>, but for the tasks which the AI will never consider the unit for.<br /><br />
<NotUnitAI></NotUnitAI> As above for <UnitAI><br /><br /><br />
<Builds></Builds> For all the things that the unit can build on tiles<br /><br />
<Build></Build> Each thing that the unit can build goes in one of these.<br /><br /><br />
<ReligionSpreads></ReligionSpreads> Put the religions which the unit can spread here. <br /><br />
<ReligionSpread></ReligionSpread> Each religion goes in here<br /><br /> <br />
<CorporationSpreads></CorporationSpreads> As above for <ReligionSpreads><br /><br />
<CorporationSpread></CorporationSpread> As above for <ReligionSpread><br /><br /><br />
<GreatPeoples></GreatPeoples> The types of Super Specialist that this person can become<br /><br />
<GreatPeopleType></GreatPeopleType> Each type of Super Specialist goes in here.<br /><br /><br />
<Buildings></Buildings> All of the things that the unit can construct in a city go here.<br /><br />
<Building></Building> Each building goes in one of these<br /><br /><br />
<ForceBuildings></ForceBuildings> Don't know what this does<br /><br /><br />
<br />
<br />
Preresquisite Tags <br />
<br />
<HolyCity></HolyCity> If not NONE, then it is the Holy City needed to build the unit.<br /><br /><br />
<ReligionType></ReligionType> For units, always NONE.<br /><br /><br />
<StateReligion></StateReligion> If not NONE, the State Religion needed to build this unit<br /><br /><br />
<PrereqReligion></PrereqReligion> As above for Religion<br /><br /><br />
<PrereqCorporation></PrereqCorporation> As above for Corporation<br /><br /><br />
<PrereqBuilding></PrereqBuilding> As above for building<br /><br /><br />
<PrereqTech></PrereqTech> As above for technology<br />
<TechTypes></TechTypes> Encloses the above <br />
<BonusType></BonusType> If not NONE, the resource needed to build the unit<br /><br /><br />
<PrereqBonuses></PrereqBonuses> Don't know what this does<br /><br /><br />
<ProductionTraits></ProductionTraits> The leader traits which affect production of this unit<br /><br /><br />
<Flavors><Flavors> The 'flavors' of a unit - not sure what they do<br /><br /><br />
<br />
<br />
Integer Tags <br />
<br />
<br />
<iAIWeight></iAIWeight> The preference given by the AI to this unit<br /><br /><br />
<iCost></iCost> The cost in hammers of the unit<br /><br /><br />
<iHurryCostModifier></iHurryCostModifier> The number by which you multiply the cost to get the hurry cost<br /><br /><br />
<iAdvancedStartCost></iAdvancedStartCost> The cost on Advanced Start<br /><br /><br />
<iAdvancedStartCostIncrease></iAdvancedStartCostIncrease> The increase in cost on Advanced Start<br /><br /><br />
<iMinAreaSize></iMinAreaSize> Don't know what this does<br /><br /><br />
<iMoves></iMoves>The number of moves a unit has<br /><br /><br />
<bNoRevealMap></bNoRevealMap> If 1, the unit does not reveal the map <br /><br /><br />
<iAirRange></iAirRange> For Air Units, the range<br /><br /><br />
<iAirUnitCap></iAirUnitCap> Should be 0 <br /><br /><br />
<iDropRange></iDropRange> The range which the unit can parachute-jump<br /><br /><br />
<iNukeRange></iNukeRange> The range at which the 'nuke' can be launched (0 for non-nukes)<br /><br /><br />
<iWorkRate></iWorkRate> The rate at which the unit improves tiles<br /><br /><br />
<iBaseDiscover></iBaseDiscover> The rate at which a unit discovers tiles <br /><br /><br />
<iDiscoverMultiplier></iDiscoverMultiplier> Affects the rate at which the unit discovers tiles<br /><br /><br />
<iBaseHurry></iBaseHurry> No idea<br /><br /><br />
<iHurryMultiplier></iHurryMultiplier> Like <iDiscoverMultiplier><br /><br /><br />
<iBaseTrade></iBaseTrade> No idea<br /><br /><br />
<iTradeMultiplier></iTradeMultiplier> See above <br /><br /><br />
<iGreatWorkCulture></iGreatWorkCulture> The amount of culture that the unit can generate from a Great Work<br /><br /><br />
<iEspionagePoints></iEspionagePoints> Used for spies <br /><br /><br />
<TerrainImpassables></TerrainImpassables><br /><br /><br />
<FeatureImpassables/><br /><br /><br />
<TerrainPassableTechs/><br /><br /><br />
<FeaturePassableTechs/><br /><br /><br />
<iCombat>2</iCombat><br /><br /><br />
<iCombatLimit>100</iCombatLimit><br /><br /><br />
<iAirCombat>0</iAirCombat><br /><br /><br />
<iAirCombatLimit>0</iAirCombatLimit><br /><br /><br />
<iXPValueAttack>4</iXPValueAttack><br /><br /><br />
<iXPValueDefense>2</iXPValueDefense><br /><br /><br />
<iFirstStrikes>0</iFirstStrikes><br /><br /><br />
<iChanceFirstStrikes>0</iChanceFirstStrikes><br /><br /><br />
<iInterceptionProbability>0</iInterceptionProbability><br /><br /><br />
<iEvasionProbability>0</iEvasionProbability><br /><br /><br />
<iWithdrawalProb>0</iWithdrawalProb><br /><br /><br />
<iCollateralDamage>0</iCollateralDamage><br /><br /><br />
<iCollateralDamageLimit>0</iCollateralDamageLimit><br /><br /><br />
<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits><br /><br /><br />
<iCityAttack>0</iCityAttack><br /><br /><br />
<iCityDefense>0</iCityDefense><br /><br /><br />
<iAnimalCombat>0</iAnimalCombat><br /><br /><br />
<iHillsAttack>0</iHillsAttack><br /><br /><br />
<iHillsDefense>0</iHillsDefense><br /><br /><br />
<TerrainNatives><br /><br /><br />
<TerrainNative></TerrainNative><br /><br /><br />
<FeatureNatives/><br /><br /><br />
<TerrainAttacks/><br /><br /><br />
<TerrainDefenses/><br /><br /><br />
<FeatureAttacks/><br /><br /><br />
<FeatureDefenses/><br /><br /><br />
<UnitClassAttackMods/><br /><br /><br />
<UnitClassDefenseMods/><br /><br /><br />
<UnitCombatMods/><br /><br /><br />
<UnitCombatCollateralImmunes/><br /><br /><br />
<DomainMods/><br /><br /><br />
<BonusProductionModifiers/><br /><br /><br />
<iBombRate>0</iBombRate><br /><br /><br />
<iBombardRate>0</iBombardRate><br /><br /><br />
<SpecialCargo>NONE</SpecialCargo><br /><br /><br />
<DomainCargo>NONE</DomainCargo><br /><br /><br />
'''<iCargo></iCargo>''' The number of units that it can carry<br /><br /><br />
<br />
<br />
Misc Tags <br />
<br />
'''<iConscription></iConscription>''' If 1, the unit can be Drafted <br /><br /><br />
<iCultureGarrison></iCultureGarrison> Don't know what this does <br /><br /><br />
<iExtraCost></iExtraCost><br />
<iAsset>0</iAsset><br />
<iPower>0</iPower><br />
<br />
<br />
Art Tags <br />
<br />
<br />
<UnitMeshGroups><br />
<iGroupSize>3</iGroupSize><br />
<fMaxSpeed>1.75</fMaxSpeed><br />
<fPadTime>1</fPadTime><br />
<iMeleeWaveSize>3</iMeleeWaveSize><br />
<iRangedWaveSize>0</iRangedWaveSize><br />
<UnitMeshGroup><br />
<iRequired>3</iRequired><br />
<EarlyArtDefineTag>ART_DEF_UNIT_LION</EarlyArtDefineTag><br />
</UnitMeshGroup><br />
</UnitMeshGroups><br />
<FormationType>FORMATION_TYPE_ANIMAL</FormationType><br />
<HotKey/><br />
<bAltDown>0</bAltDown><br />
<bShiftDown>0</bShiftDown><br />
<bCtrlDown>0</bCtrlDown><br />
<iHotKeyPriority>0</iHotKeyPriority><br />
<FreePromotions/><br />
<LeaderPromotion>NONE</LeaderPromotion><br />
<iLeaderExperience>0</iLeaderExperience></div>Flying Pighttps://modiki.civfanatics.com/index.php?title=Civ4UnitInfos&diff=71Civ4UnitInfos2009-05-09T17:04:30Z<p>Flying Pig: /* Text Tags */ - putting back some stuff to the table</p>
<hr />
<div>The '''Civ4UnitInfos''' XML file controls data related to individual units: for example, a unit's strength value or hammer cost. There are also more detailed options, affecting things like transport capability, prerequisites, and other complex features.<br />
<br />
All tags must be opened and closed; the first is the 'open', the second the 'closed' tag. If nothing goes inside a 'list tag', then it should just be the opening tag with a / before the closing bracket. The following tables contain all available tags, as well as their purpose and accepted values.<br />
<br />
== Text Tags ==<br />
<br />
{| class="wikitable" border="1" style="text-align:left" cellpadding="5"<br />
|-<br />
! Tag !! Usage<br />
|-<br />
! UnitInfos<br />
| This begins and ends the file. Everything must go in between these two, or it will not work.<br />
|-<br />
! UnitInfo<br />
| Each different unit's data is enclosed in a seperate tag like this.<br />
|-<br />
! Class<br />
| The class as defined in CIV4UnitClassInfos.xml. Class is the thing that holds, say, a Swordsman and a Praetorian together; each civilisation can only have one of each class.<br />
|-<br />
! Type<br />
| The name of the unit; which must be unique<br />
|-<br />
! UniqueNames<br />
| Only ever a closing tag. Just put it in, OK?<br />
|-<br />
! Special<br />
| Should be NONE unless it comes under a heading in CIV4SpecialUnitInfos.xml; in which case write that.<br />
|-<br />
! Capture<br />
| Either NONE, or the unit which the unit turns into when captured<br />
|-<br />
! Combat<br />
| The combat, as in UNITCOMBAT_MELEE, of the unit - used to determine bonuses in combat.<br />
|-<br />
! Domain<br />
| DOMAIN_ - then AIR, SEA or LAND<br />
|-<br />
! DefaultUnitAI<br />
| <br />
|-<br />
! Invisible<br />
| <br />
|-<br />
! SeeInvisible<br />
| <br />
|-<br />
! Description<br />
| Either text or a key from the text files. The name displayed for the unit. <br />
|-<br />
! Civilopedia<br />
| As above for the Civiliopedia entry<br />
|-<br />
! Strategy<br />
| As above for the Sid's Tips, also displayed above the Civilopedia entry<br />
|-<br />
! Advisor<br />
| <br />
|}<br />
<br />
== Boolean Tags ==<br />
<br />
{| class="wikitable" border="1" style="text-align:left" cellpadding="5"<br />
|-<br />
! Tag !! Usage<br />
|-<br />
! bAnimal<br />
| <br />
|-<br />
! bFood<br />
| <br />
|-<br />
! bNoBadGoodies<br />
| <br />
|-<br />
! bOnlyDefensive<br />
| <br />
|-<br />
! bNoCapture<br />
| <br />
|-<br />
! bQuickCombat<br />
| <br />
|-<br />
! bRivalTerritory<br />
| <br />
|-<br />
! bMilitaryHappiness<br />
| <br />
|-<br />
! bMilitarySupport<br />
| <br />
|-<br />
! bMilitaryProduction<br />
| <br />
|-<br />
! bPillage<br />
| <br />
|-<br />
! bSpy<br />
| <br />
|-<br />
! bSabotage<br />
| <br />
|-<br />
! bDestroy<br />
| <br />
|-<br />
! bStealPlans<br />
| <br />
|-<br />
! bInvestigate<br />
| <br />
|-<br />
! bCounterSpy<br />
| <br />
|-<br />
! bFound<br />
| <br />
|-<br />
! bGoldenAge<br />
| <br />
|-<br />
! bInvisible<br />
| <br />
|-<br />
! bFirstStrikeImmune<br />
| <br />
|-<br />
! bNoDefensiveBonus<br />
| <br />
|-<br />
! bIgnoreBuildingDefense<br />
| <br />
|-<br />
! bCanMoveImpassible<br />
| <br />
|-<br />
! bCanMoveAllTerrain<br />
| <br />
|-<br />
! bFlatMovementCost<br />
| <br />
|-<br />
! bIgnoreTerrainCost<br />
| <br />
|-<br />
! bNukeInnume<br />
| <br />
|-<br />
! bPrereqBonuses<br />
| <br />
|-<br />
! bPrereqReligion<br />
| <br />
|-<br />
! bMechanized<br />
| <br />
|-<br />
! bSuicide<br />
| <br />
|-<br />
! bHiddenNationality<br />
| <br />
|-<br />
! bAlwaysHostile<br />
| <br />
|}<br />
<br />
== List Tags ==<br />
<br />
== Prerequisite Tags ==<br />
<br />
== Integer Tags ==<br />
<br />
== Miscellaneous Tags ==<br />
<br />
== Art Tags ==<br />
<br />
<br />
----<br />
<br />
'''<UnitInfos></UnitInfos>''' This begins and ends the file. Everything must go in between these two, or it will not work.<br /><br /><br />
'''<UnitInfo></UnitInfo>''' Each different unit's data is enclosed in a seperate tag like this.<br /><br /><br />
'''<Class></Class>''' The class as defined in CIV4UnitClassInfos.xml. Class is the thing that holds, say, a Swordsman and a Praetorian together; each civilisation can only have one of each class.<br /><br /><br />
'''<Type></Type>''' The unit's in-game name, which must be unique.<br /><br /><br />
'''<UniqueNames/>''' Only ever a closing tag, this must be put in after the <Type></Type> tag to show that the unit's 'name' is now finished.<br /><br /><br />
'''<Special></Special>''' Should be NONE unless the unit is in one of your special categories in CIV4SpecialUnitInfos.xml; in which case put that in. <br /><br /><br />
'''<Capture></Capture>''' Should be NONE unless the unit can be captured, in which case it is the class of the unit which appears when it is captured<br /><br /><br />
'''<Combat></Combat>''' Shows the unit's combat, out of UNITCOMBAT_MELEE, UNITCOMBAT_ARCHER, UNITCOMBAT_MOUNTED, UNITCOMBAT_GUN, UNITCOMBAT_SIEGE, UNITCOMBAT_NAVAL, UNITCOMBAT_AIR and UNITCOMBAT_HELICOPTER<br /><br /><br />
'''<Domain></Domain>''' DOMAIN_, then AIR, SEA or LAND. Shows whether the unit is an air, sea or land unit.<br /><br /><br />
'''<DefaultUnitAI></DefaultUnitAI>''' How the AI uses the unit, by default.<br /><br /><br />
'''<Invisible></Invisible>''' Either NONE, INVISIBLE_SUBMARINE or INVISIBLE_STEALTH. If it is not NONE, then the value is what sort of invisibility it has (see below) <br /><br /><br />
'''<SeeInvisible></SeeInvisible>''' NONE, or else the sort of invisible unit (see above) that it can see.<br /><br /><br />
'''<Description></Description>''' The name of the unit as displayed on screen. Can either be text or a tag from another file. If it is not out of a text database, the computer will read what is in here.<br /><br /><br />
'''<Civilopedia></Civilopedia>''' As above; the entry in the Civilopedia for the unit.<br /><br /><br />
'''<Strategy></Strategy>''' The Sid's Tips, as above. Also displayed at the top of the Civilopedia entry<br /><br /><br />
'''<Advisor></Advisor>''' The advisor that will chip in (normally ADVISOR_MILITARY) when building this unit is a good idea.<br /><br /><br />
<br />
Boolean Tags <br />
<br />
<bAnimal></bAnimal> Is the unit an animal, out of 1 (yes) or 0 (no). If it is, the Barbarians only can build it and it will not enter cultural borders.<br /><br /><br />
<bFood></bFood> If 1, the city cannot grow while producing this unit, in the same manner as Settlers and Workers. 0 means that the city can grow and train at the same time.<br /><br /><br />
<bNoBadGoodies></bNoBadGoodies> Is set to 1 for Scouts and Explorers; means that Tribal Villages will never attack this unit.<br /><br /><br />
<bOnlyDefensive></bOnlyDefensive> If set to 1, the unit cannot attack other units.<br /><br /><br />
<bNoCapture></bNoCapture> If set to 1, the unit cannot take cities, even when there are no units in them.<br /><br /><br />
<bQuickCombat></bQuickCombat> Always set to 0; not sure what it does.<br /><br /><br />
<bRivalTerritory></bRivalTerritory> If set to 1, the unit can enter enemy territory without declaring war.<br /><br /><br />
<bMilitaryHappiness></bMilitaryHappiness> If set to 1, the unit is treated as a military unit by the people of a city in terms of deciding whether they are angry about lack of protection or happy from the Monarchy civic<br /><br /><br />
<bMilitarySupport></bMilitarySupport> If set to 1, counts as a military unit for the penalty posed by Pacifism and other bonusus/penalties like that.<br /><br /><br />
<bMilitaryProduction></bMilitaryProduction> If set to 1, the unit counts as a military unit for the purposes of production and any bonuses and penalties applied on the prodution of military units.<br /><br /><br />
<bPillage></bPillage> If set to 1, the unit can pillage enemy tiles<br /><br /><br />
<bSpy></bSpy> If set to 1, the unit is a spy<br /><br /><br />
<bSabotage></bSabotage> In Vanilla and Warlords, this means that the unit can sabotage production like a Spy in an enemy city. It should be 0 in BTS.<br /><br /><br />
<bDestroy></bDestroy> As above, but for Destroy Improvement<br /><br /><br />
<bStealPlans></bStealPlans> As above, for Steal Plans<br /><br /><br />
<bInvestigate></bInvestigate> As above, for Investigate City<br /><br /><br />
<bCounterSpy></bCounterSpy> As above, for Perform Counterespionage.<br /><br /><br />
<bFound></bFound> If set to 1, the unit can found a new city.<br /><br /><br />
<bGoldenAge></bGoldenAge> If set to 1, the unit counts as a Great Person to start a Golden Age.<br /><br /><br />
<bInvisible></bInvisible> If set to 1, is invisible to all units.<br /><br /><br />
<bFirstStrikeImmune></bFirstStrikeImmune> If set to 1, the unit is immune to all first strikes.<br /><br /><br />
<bNoDefensiveBonus></bNoDefensiveBonus> If set to 1, the unit does not recieve defensive bonuses<br /><br /><br />
<bIgnoreBuildingDefense></bIgnoreBuildingDefense> If set to 1, the unit ignores defensive bonuses from enemy walls and castles, like a Gunpowder unit.<br /><br /><br />
<bCanMoveImpassable></bCanMoveImpassable> If set to 1, the unit can move under ice. Used for Submarines.<br /><br /><br />
<bCanMoveAllTerrain></bCanMoveAllTerrain> If set to 1, the unit can move over all terrain.<br /><br /><br />
<bFlatMovementCost></bFlatMovementCost> If set to 1, the unit pays this fixed price to enter all terrain.<br /><br /> <br />
<bIgnoreTerrainCost></bIgnoreTerrainCost> If set to 1, the unit ignores the cost of terrain to move into.<br /><br /> <br />
<bNukeImmune></bNukeImmune> If set to 1, the unit is immune to damage from nukes.<br /><br /> <br />
<bPrereqBonuses></bPrereqBonuses> Set to 0 for all unit except Work Boats. Not sure what it does.<br /><br /> <br />
<bPrereqReligion></bPrereqReligion> If set to 1, the unit requires the State Religion to be present in the city.<br /><br /><br />
<bMechanized></bMechanized> Not sure what this does. Can be 1 or 0.<br /><br /><br />
<bSuicide></bSuicide> If set to 1, the unit dies when it makes an attack<br /><br /><br />
<bHiddenNationality></bHiddenNationality> If set to 1, the unit bears no marking of nationality.<br /><br /><br />
<bAlwaysHostile></bAlwaysHostile> If set to 1, can attack the enemy without declaring war.<br /><br /><br />
<br />
List Tags <br />
<br />
<UnitClassUpgrades></UnitClassUpgrades> Inside here you put all of the unit classes which the unit upgrades to.<br /><br />
<UnitClassUpgrade></UnitClassUpgrade> Enclose in this tag everything which the unit upgrades to.<br /><br /><br />
<UnitClassTargets></UnitClassTargets> Not sure what this does.<br /><br />
<UnitCombatTargets></UnitCombatTargets> Same as above<br /><br /><br />
<UnitClassDefenders></UnitClassDefenders> Same as above <br /><br />
<UnitCombatDefenders></UnitCombatDefenders> Same as above <br /><br /><br />
<FlankingStrikes></FlankingStrikes> All Flank Attacks which the unit gets should go under here.<br /><br />
<FlankingStrike></FlankingStrike> Put the unit and number of Flanking Strikes here.<br /><br /><br />
<UnitAIs></UnitAIs> Inside here go the methods which the AI uses to command this unit.<br /><br />
<UnitAI></UnitAI> Put each AI in here.<br /><br /><br />
<NotUnitAIs></NotUnitAIs> As <UnitAIs>, but for the tasks which the AI will never consider the unit for.<br /><br />
<NotUnitAI></NotUnitAI> As above for <UnitAI><br /><br /><br />
<Builds></Builds> For all the things that the unit can build on tiles<br /><br />
<Build></Build> Each thing that the unit can build goes in one of these.<br /><br /><br />
<ReligionSpreads></ReligionSpreads> Put the religions which the unit can spread here. <br /><br />
<ReligionSpread></ReligionSpread> Each religion goes in here<br /><br /> <br />
<CorporationSpreads></CorporationSpreads> As above for <ReligionSpreads><br /><br />
<CorporationSpread></CorporationSpread> As above for <ReligionSpread><br /><br /><br />
<GreatPeoples></GreatPeoples> The types of Super Specialist that this person can become<br /><br />
<GreatPeopleType></GreatPeopleType> Each type of Super Specialist goes in here.<br /><br /><br />
<Buildings></Buildings> All of the things that the unit can construct in a city go here.<br /><br />
<Building></Building> Each building goes in one of these<br /><br /><br />
<ForceBuildings></ForceBuildings> Don't know what this does<br /><br /><br />
<br />
<br />
Preresquisite Tags <br />
<br />
<HolyCity></HolyCity> If not NONE, then it is the Holy City needed to build the unit.<br /><br /><br />
<ReligionType></ReligionType> For units, always NONE.<br /><br /><br />
<StateReligion></StateReligion> If not NONE, the State Religion needed to build this unit<br /><br /><br />
<PrereqReligion></PrereqReligion> As above for Religion<br /><br /><br />
<PrereqCorporation></PrereqCorporation> As above for Corporation<br /><br /><br />
<PrereqBuilding></PrereqBuilding> As above for building<br /><br /><br />
<PrereqTech></PrereqTech> As above for technology<br />
<TechTypes></TechTypes> Encloses the above <br />
<BonusType></BonusType> If not NONE, the resource needed to build the unit<br /><br /><br />
<PrereqBonuses></PrereqBonuses> Don't know what this does<br /><br /><br />
<ProductionTraits></ProductionTraits> The leader traits which affect production of this unit<br /><br /><br />
<Flavors><Flavors> The 'flavors' of a unit - not sure what they do<br /><br /><br />
<br />
<br />
Integer Tags <br />
<br />
<br />
<iAIWeight></iAIWeight> The preference given by the AI to this unit<br /><br /><br />
<iCost></iCost> The cost in hammers of the unit<br /><br /><br />
<iHurryCostModifier></iHurryCostModifier> The number by which you multiply the cost to get the hurry cost<br /><br /><br />
<iAdvancedStartCost></iAdvancedStartCost> The cost on Advanced Start<br /><br /><br />
<iAdvancedStartCostIncrease></iAdvancedStartCostIncrease> The increase in cost on Advanced Start<br /><br /><br />
<iMinAreaSize></iMinAreaSize> Don't know what this does<br /><br /><br />
<iMoves></iMoves>The number of moves a unit has<br /><br /><br />
<bNoRevealMap></bNoRevealMap> If 1, the unit does not reveal the map <br /><br /><br />
<iAirRange></iAirRange> For Air Units, the range<br /><br /><br />
<iAirUnitCap></iAirUnitCap> Should be 0 <br /><br /><br />
<iDropRange></iDropRange> The range which the unit can parachute-jump<br /><br /><br />
<iNukeRange></iNukeRange> The range at which the 'nuke' can be launched (0 for non-nukes)<br /><br /><br />
<iWorkRate></iWorkRate> The rate at which the unit improves tiles<br /><br /><br />
<iBaseDiscover></iBaseDiscover> The rate at which a unit discovers tiles <br /><br /><br />
<iDiscoverMultiplier></iDiscoverMultiplier> Affects the rate at which the unit discovers tiles<br /><br /><br />
<iBaseHurry></iBaseHurry> No idea<br /><br /><br />
<iHurryMultiplier></iHurryMultiplier> Like <iDiscoverMultiplier><br /><br /><br />
<iBaseTrade></iBaseTrade> No idea<br /><br /><br />
<iTradeMultiplier></iTradeMultiplier> See above <br /><br /><br />
<iGreatWorkCulture></iGreatWorkCulture> The amount of culture that the unit can generate from a Great Work<br /><br /><br />
<iEspionagePoints></iEspionagePoints> Used for spies <br /><br /><br />
<TerrainImpassables></TerrainImpassables><br /><br /><br />
<FeatureImpassables/><br /><br /><br />
<TerrainPassableTechs/><br /><br /><br />
<FeaturePassableTechs/><br /><br /><br />
<iCombat>2</iCombat><br /><br /><br />
<iCombatLimit>100</iCombatLimit><br /><br /><br />
<iAirCombat>0</iAirCombat><br /><br /><br />
<iAirCombatLimit>0</iAirCombatLimit><br /><br /><br />
<iXPValueAttack>4</iXPValueAttack><br /><br /><br />
<iXPValueDefense>2</iXPValueDefense><br /><br /><br />
<iFirstStrikes>0</iFirstStrikes><br /><br /><br />
<iChanceFirstStrikes>0</iChanceFirstStrikes><br /><br /><br />
<iInterceptionProbability>0</iInterceptionProbability><br /><br /><br />
<iEvasionProbability>0</iEvasionProbability><br /><br /><br />
<iWithdrawalProb>0</iWithdrawalProb><br /><br /><br />
<iCollateralDamage>0</iCollateralDamage><br /><br /><br />
<iCollateralDamageLimit>0</iCollateralDamageLimit><br /><br /><br />
<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits><br /><br /><br />
<iCityAttack>0</iCityAttack><br /><br /><br />
<iCityDefense>0</iCityDefense><br /><br /><br />
<iAnimalCombat>0</iAnimalCombat><br /><br /><br />
<iHillsAttack>0</iHillsAttack><br /><br /><br />
<iHillsDefense>0</iHillsDefense><br /><br /><br />
<TerrainNatives><br /><br /><br />
<TerrainNative></TerrainNative><br /><br /><br />
<FeatureNatives/><br /><br /><br />
<TerrainAttacks/><br /><br /><br />
<TerrainDefenses/><br /><br /><br />
<FeatureAttacks/><br /><br /><br />
<FeatureDefenses/><br /><br /><br />
<UnitClassAttackMods/><br /><br /><br />
<UnitClassDefenseMods/><br /><br /><br />
<UnitCombatMods/><br /><br /><br />
<UnitCombatCollateralImmunes/><br /><br /><br />
<DomainMods/><br /><br /><br />
<BonusProductionModifiers/><br /><br /><br />
<iBombRate>0</iBombRate><br /><br /><br />
<iBombardRate>0</iBombardRate><br /><br /><br />
<SpecialCargo>NONE</SpecialCargo><br /><br /><br />
<DomainCargo>NONE</DomainCargo><br /><br /><br />
'''<iCargo></iCargo>''' The number of units that it can carry<br /><br /><br />
<br />
<br />
Misc Tags <br />
<br />
'''<iConscription></iConscription>''' If 1, the unit can be Drafted <br /><br /><br />
<iCultureGarrison></iCultureGarrison> Don't know what this does <br /><br /><br />
<iExtraCost></iExtraCost><br />
<iAsset>0</iAsset><br />
<iPower>0</iPower><br />
<br />
<br />
Art Tags <br />
<br />
<br />
<UnitMeshGroups><br />
<iGroupSize>3</iGroupSize><br />
<fMaxSpeed>1.75</fMaxSpeed><br />
<fPadTime>1</fPadTime><br />
<iMeleeWaveSize>3</iMeleeWaveSize><br />
<iRangedWaveSize>0</iRangedWaveSize><br />
<UnitMeshGroup><br />
<iRequired>3</iRequired><br />
<EarlyArtDefineTag>ART_DEF_UNIT_LION</EarlyArtDefineTag><br />
</UnitMeshGroup><br />
</UnitMeshGroups><br />
<FormationType>FORMATION_TYPE_ANIMAL</FormationType><br />
<HotKey/><br />
<bAltDown>0</bAltDown><br />
<bShiftDown>0</bShiftDown><br />
<bCtrlDown>0</bCtrlDown><br />
<iHotKeyPriority>0</iHotKeyPriority><br />
<FreePromotions/><br />
<LeaderPromotion>NONE</LeaderPromotion><br />
<iLeaderExperience>0</iLeaderExperience></div>Flying Pighttps://modiki.civfanatics.com/index.php?title=Civ4UnitInfos&diff=63Civ4UnitInfos2009-05-09T15:33:56Z<p>Flying Pig: /* Integer Tags */</p>
<hr />
<div>All tags must be opened and closed; the first is the 'open', the second the 'closed' tag. If nothing goes inside a 'list tag', then it should just be the opening tag with a / before the closing bracket.<br />
<br />
== Text Tags ==<br />
<br />
'''<UnitInfos></UnitInfos>''' This begins and ends the file. Everything must go in between these two, or it will not work.<br /><br /><br />
'''<UnitInfo></UnitInfo>''' Each different unit's data is enclosed in a seperate tag like this.<br /><br /><br />
'''<Class></Class>''' The class as defined in CIV4UnitClassInfos.xml. Class is the thing that holds, say, a Swordsman and a Praetorian together; each civilisation can only have one of each class.<br /><br /><br />
'''<Type></Type>''' The unit's in-game name, which must be unique.<br /><br /><br />
'''<UniqueNames/>''' Only ever a closing tag, this must be put in after the <Type></Type> tag to show that the unit's 'name' is now finished.<br /><br /><br />
'''<Special></Special>''' Should be NONE unless the unit is in one of your special categories in CIV4SpecialUnitInfos.xml; in which case put that in. <br /><br /><br />
'''<Capture></Capture>''' Should be NONE unless the unit can be captured, in which case it is the class of the unit which appears when it is captured<br /><br /><br />
'''<Combat></Combat>''' Shows the unit's combat, out of UNITCOMBAT_MELEE, UNITCOMBAT_ARCHER, UNITCOMBAT_MOUNTED, UNITCOMBAT_GUN, UNITCOMBAT_SIEGE, UNITCOMBAT_NAVAL, UNITCOMBAT_AIR and UNITCOMBAT_HELICOPTER<br /><br /><br />
'''<Domain></Domain>''' DOMAIN_, then AIR, SEA or LAND. Shows whether the unit is an air, sea or land unit.<br /><br /><br />
'''<DefaultUnitAI></DefaultUnitAI>''' How the AI uses the unit, by default.<br /><br /><br />
'''<Invisible></Invisible>''' Either NONE, INVISIBLE_SUBMARINE or INVISIBLE_STEALTH. If it is not NONE, then the value is what sort of invisibility it has (see below) <br /><br /><br />
'''<SeeInvisible></SeeInvisible>''' NONE, or else the sort of invisible unit (see above) that it can see.<br /><br /><br />
'''<Description></Description>''' The name of the unit as displayed on screen. Can either be text or a tag from another file. If it is not out of a text database, the computer will read what is in here.<br /><br /><br />
'''<Civilopedia></Civilopedia>''' As above; the entry in the Civilopedia for the unit.<br /><br /><br />
'''<Strategy></Strategy>''' The Sid's Tips, as above. Also displayed at the top of the Civilopedia entry<br /><br /><br />
'''<Advisor></Advisor>''' The advisor that will chip in (normally ADVISOR_MILITARY) when building this unit is a good idea.<br /><br /><br />
<br />
== Boolean Tags ==<br />
<br />
<bAnimal></bAnimal> Is the unit an animal, out of 1 (yes) or 0 (no). If it is, the Barbarians only can build it and it will not enter cultural borders.<br /><br /><br />
<bFood></bFood> If 1, the city cannot grow while producing this unit, in the same manner as Settlers and Workers. 0 means that the city can grow and train at the same time.<br /><br /><br />
<bNoBadGoodies></bNoBadGoodies> Is set to 1 for Scouts and Explorers; means that Tribal Villages will never attack this unit.<br /><br /><br />
<bOnlyDefensive></bOnlyDefensive> If set to 1, the unit cannot attack other units.<br /><br /><br />
<bNoCapture></bNoCapture> If set to 1, the unit cannot take cities, even when there are no units in them.<br /><br /><br />
<bQuickCombat></bQuickCombat> Always set to 0; not sure what it does.<br /><br /><br />
<bRivalTerritory></bRivalTerritory> If set to 1, the unit can enter enemy territory without declaring war.<br /><br /><br />
<bMilitaryHappiness></bMilitaryHappiness> If set to 1, the unit is treated as a military unit by the people of a city in terms of deciding whether they are angry about lack of protection or happy from the Monarchy civic<br /><br /><br />
<bMilitarySupport></bMilitarySupport> If set to 1, counts as a military unit for the penalty posed by Pacifism and other bonusus/penalties like that.<br /><br /><br />
<bMilitaryProduction></bMilitaryProduction> If set to 1, the unit counts as a military unit for the purposes of production and any bonuses and penalties applied on the prodution of military units.<br /><br /><br />
<bPillage></bPillage> If set to 1, the unit can pillage enemy tiles<br /><br /><br />
<bSpy></bSpy> If set to 1, the unit is a spy<br /><br /><br />
<bSabotage></bSabotage> In Vanilla and Warlords, this means that the unit can sabotage production like a Spy in an enemy city. It should be 0 in BTS.<br /><br /><br />
<bDestroy></bDestroy> As above, but for Destroy Improvement<br /><br /><br />
<bStealPlans></bStealPlans> As above, for Steal Plans<br /><br /><br />
<bInvestigate></bInvestigate> As above, for Investigate City<br /><br /><br />
<bCounterSpy></bCounterSpy> As above, for Perform Counterespionage.<br /><br /><br />
<bFound></bFound> If set to 1, the unit can found a new city.<br /><br /><br />
<bGoldenAge></bGoldenAge> If set to 1, the unit counts as a Great Person to start a Golden Age.<br /><br /><br />
<bInvisible></bInvisible> If set to 1, is invisible to all units.<br /><br /><br />
<bFirstStrikeImmune></bFirstStrikeImmune> If set to 1, the unit is immune to all first strikes.<br /><br /><br />
<bNoDefensiveBonus></bNoDefensiveBonus> If set to 1, the unit does not recieve defensive bonuses<br /><br /><br />
<bIgnoreBuildingDefense></bIgnoreBuildingDefense> If set to 1, the unit ignores defensive bonuses from enemy walls and castles, like a Gunpowder unit.<br /><br /><br />
<bCanMoveImpassable></bCanMoveImpassable> If set to 1, the unit can move under ice. Used for Submarines.<br /><br /><br />
<bCanMoveAllTerrain></bCanMoveAllTerrain> If set to 1, the unit can move over all terrain.<br /><br /><br />
<bFlatMovementCost></bFlatMovementCost> If set to 1, the unit pays this fixed price to enter all terrain.<br /><br /> <br />
<bIgnoreTerrainCost></bIgnoreTerrainCost> If set to 1, the unit ignores the cost of terrain to move into.<br /><br /> <br />
<bNukeImmune></bNukeImmune> If set to 1, the unit is immune to damage from nukes.<br /><br /> <br />
<bPrereqBonuses></bPrereqBonuses> Set to 0 for all unit except Work Boats. Not sure what it does.<br /><br /> <br />
<bPrereqReligion></bPrereqReligion> If set to 1, the unit requires the State Religion to be present in the city.<br /><br /><br />
<bMechanized></bMechanized> Not sure what this does. Can be 1 or 0.<br /><br /><br />
<bSuicide></bSuicide> If set to 1, the unit dies when it makes an attack<br /><br /><br />
<bHiddenNationality></bHiddenNationality> If set to 1, the unit bears no marking of nationality.<br /><br /><br />
<bAlwaysHostile></bAlwaysHostile> If set to 1, can attack the enemy without declaring war.<br /><br /><br />
<br />
== List Tags ==<br />
<br />
<UnitClassUpgrades></UnitClassUpgrades> Inside here you put all of the unit classes which the unit upgrades to.<br /><br />
<UnitClassUpgrade></UnitClassUpgrade> Enclose in this tag everything which the unit upgrades to.<br /><br /><br />
<UnitClassTargets></UnitClassTargets> Not sure what this does.<br /><br />
<UnitCombatTargets></UnitCombatTargets> Same as above<br /><br /><br />
<UnitClassDefenders></UnitClassDefenders> Same as above <br /><br />
<UnitCombatDefenders></UnitCombatDefenders> Same as above <br /><br /><br />
<FlankingStrikes></FlankingStrikes> All Flank Attacks which the unit gets should go under here.<br /><br />
<FlankingStrike></FlankingStrike> Put the unit and number of Flanking Strikes here.<br /><br /><br />
<UnitAIs></UnitAIs> Inside here go the methods which the AI uses to command this unit.<br /><br />
<UnitAI></UnitAI> Put each AI in here.<br /><br /><br />
<NotUnitAIs></NotUnitAIs> As <UnitAIs>, but for the tasks which the AI will never consider the unit for.<br /><br />
<NotUnitAI></NotUnitAI> As above for <UnitAI><br /><br /><br />
<Builds></Builds> For all the things that the unit can build on tiles<br /><br />
<Build></Build> Each thing that the unit can build goes in one of these.<br /><br /><br />
<ReligionSpreads></ReligionSpreads> Put the religions which the unit can spread here. <br /><br />
<ReligionSpread></ReligionSpread> Each religion goes in here<br /><br /> <br />
<CorporationSpreads></CorporationSpreads> As above for <ReligionSpreads><br /><br />
<CorporationSpread></CorporationSpread> As above for <ReligionSpread><br /><br /><br />
<GreatPeoples></GreatPeoples> The types of Super Specialist that this person can become<br /><br />
<GreatPeopleType></GreatPeopleType> Each type of Super Specialist goes in here.<br /><br /><br />
<Buildings></Buildings> All of the things that the unit can construct in a city go here.<br /><br />
<Building></Building> Each building goes in one of these<br /><br /><br />
<ForceBuildings></ForceBuildings> Don't know what this does<br /><br /><br />
<br />
<br />
== Preresquisite Tags ==<br />
<br />
<HolyCity></HolyCity> If not NONE, then it is the Holy City needed to build the unit.<br /><br /><br />
<ReligionType></ReligionType> For units, always NONE.<br /><br /><br />
<StateReligion></StateReligion> If not NONE, the State Religion needed to build this unit<br /><br /><br />
<PrereqReligion></PrereqReligion> As above for Religion<br /><br /><br />
<PrereqCorporation></PrereqCorporation> As above for Corporation<br /><br /><br />
<PrereqBuilding></PrereqBuilding> As above for building<br /><br /><br />
<PrereqTech></PrereqTech> As above for technology<br />
<TechTypes></TechTypes> Encloses the above <br />
<BonusType></BonusType> If not NONE, the resource needed to build the unit<br /><br /><br />
<PrereqBonuses></PrereqBonuses> Don't know what this does<br /><br /><br />
<ProductionTraits></ProductionTraits> The leader traits which affect production of this unit<br /><br /><br />
<Flavors><Flavors> The 'flavors' of a unit - not sure what they do<br /><br /><br />
<br />
<br />
== Integer Tags ==<br />
<br />
<br />
<iAIWeight></iAIWeight> The preference given by the AI to this unit<br /><br /><br />
<iCost></iCost> The cost in hammers of the unit<br /><br /><br />
<iHurryCostModifier></iHurryCostModifier> The number by which you multiply the cost to get the hurry cost<br /><br /><br />
<iAdvancedStartCost></iAdvancedStartCost> The cost on Advanced Start<br /><br /><br />
<iAdvancedStartCostIncrease></iAdvancedStartCostIncrease> The increase in cost on Advanced Start<br /><br /><br />
<iMinAreaSize></iMinAreaSize> Don't know what this does<br /><br /><br />
<iMoves></iMoves>The number of moves a unit has<br /><br /><br />
<bNoRevealMap></bNoRevealMap> If 1, the unit does not reveal the map <br /><br /><br />
<iAirRange></iAirRange> For Air Units, the range<br /><br /><br />
<iAirUnitCap></iAirUnitCap> Should be 0 <br /><br /><br />
<iDropRange></iDropRange> The range which the unit can parachute-jump<br /><br /><br />
<iNukeRange></iNukeRange> The range at which the 'nuke' can be launched (0 for non-nukes)<br /><br /><br />
<iWorkRate></iWorkRate> The rate at which the unit improves tiles<br /><br /><br />
<iBaseDiscover></iBaseDiscover> The rate at which a unit discovers tiles <br /><br /><br />
<iDiscoverMultiplier></iDiscoverMultiplier> Affects the rate at which the unit discovers tiles<br /><br /><br />
<iBaseHurry></iBaseHurry> No idea<br /><br /><br />
<iHurryMultiplier></iHurryMultiplier> Like <iDiscoverMultiplier><br /><br /><br />
<iBaseTrade></iBaseTrade> No idea<br /><br /><br />
<iTradeMultiplier></iTradeMultiplier> See above <br /><br /><br />
<iGreatWorkCulture></iGreatWorkCulture> The amount of culture that the unit can generate from a Great Work<br /><br /><br />
<iEspionagePoints></iEspionagePoints> Used for spies <br /><br /><br />
<TerrainImpassables></TerrainImpassables><br /><br /><br />
<FeatureImpassables/><br /><br /><br />
<TerrainPassableTechs/><br /><br /><br />
<FeaturePassableTechs/><br /><br /><br />
<iCombat>2</iCombat><br /><br /><br />
<iCombatLimit>100</iCombatLimit><br /><br /><br />
<iAirCombat>0</iAirCombat><br /><br /><br />
<iAirCombatLimit>0</iAirCombatLimit><br /><br /><br />
<iXPValueAttack>4</iXPValueAttack><br /><br /><br />
<iXPValueDefense>2</iXPValueDefense><br /><br /><br />
<iFirstStrikes>0</iFirstStrikes><br /><br /><br />
<iChanceFirstStrikes>0</iChanceFirstStrikes><br /><br /><br />
<iInterceptionProbability>0</iInterceptionProbability><br /><br /><br />
<iEvasionProbability>0</iEvasionProbability><br /><br /><br />
<iWithdrawalProb>0</iWithdrawalProb><br /><br /><br />
<iCollateralDamage>0</iCollateralDamage><br /><br /><br />
<iCollateralDamageLimit>0</iCollateralDamageLimit><br /><br /><br />
<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits><br /><br /><br />
<iCityAttack>0</iCityAttack><br /><br /><br />
<iCityDefense>0</iCityDefense><br /><br /><br />
<iAnimalCombat>0</iAnimalCombat><br /><br /><br />
<iHillsAttack>0</iHillsAttack><br /><br /><br />
<iHillsDefense>0</iHillsDefense><br /><br /><br />
<TerrainNatives><br /><br /><br />
<TerrainNative></TerrainNative><br /><br /><br />
<FeatureNatives/><br /><br /><br />
<TerrainAttacks/><br /><br /><br />
<TerrainDefenses/><br /><br /><br />
<FeatureAttacks/><br /><br /><br />
<FeatureDefenses/><br /><br /><br />
<UnitClassAttackMods/><br /><br /><br />
<UnitClassDefenseMods/><br /><br /><br />
<UnitCombatMods/><br /><br /><br />
<UnitCombatCollateralImmunes/><br /><br /><br />
<DomainMods/><br /><br /><br />
<BonusProductionModifiers/><br /><br /><br />
<iBombRate>0</iBombRate><br /><br /><br />
<iBombardRate>0</iBombardRate><br /><br /><br />
<SpecialCargo>NONE</SpecialCargo><br /><br /><br />
<DomainCargo>NONE</DomainCargo><br /><br /><br />
'''<iCargo></iCargo>''' The number of units that it can carry<br /><br /><br />
<br />
<br />
== Misc Tags ==<br />
<br />
'''<iConscription></iConscription>''' If 1, the unit can be Drafted <br /><br /><br />
<iCultureGarrison></iCultureGarrison> Don't know what this does <br /><br /><br />
<iExtraCost></iExtraCost><br />
<iAsset>0</iAsset><br />
<iPower>0</iPower><br />
<br />
<br />
== Art Tags ==<br />
<br />
<br />
<UnitMeshGroups><br />
<iGroupSize>3</iGroupSize><br />
<fMaxSpeed>1.75</fMaxSpeed><br />
<fPadTime>1</fPadTime><br />
<iMeleeWaveSize>3</iMeleeWaveSize><br />
<iRangedWaveSize>0</iRangedWaveSize><br />
<UnitMeshGroup><br />
<iRequired>3</iRequired><br />
<EarlyArtDefineTag>ART_DEF_UNIT_LION</EarlyArtDefineTag><br />
</UnitMeshGroup><br />
</UnitMeshGroups><br />
<FormationType>FORMATION_TYPE_ANIMAL</FormationType><br />
<HotKey/><br />
<bAltDown>0</bAltDown><br />
<bShiftDown>0</bShiftDown><br />
<bCtrlDown>0</bCtrlDown><br />
<iHotKeyPriority>0</iHotKeyPriority><br />
<FreePromotions/><br />
<LeaderPromotion>NONE</LeaderPromotion><br />
<iLeaderExperience>0</iLeaderExperience></div>Flying Pighttps://modiki.civfanatics.com/index.php?title=Talk:Civ4UnitInfos&diff=62Talk:Civ4UnitInfos2009-05-09T15:12:31Z<p>Flying Pig: Created page with 'Sorry guys, I think I killed a few edits... --~~~~'</p>
<hr />
<div>Sorry guys, I think I killed a few edits... --[[User:Flying Pig|Flying Pig]] 15:12, 9 May 2009 (UTC)</div>Flying Pighttps://modiki.civfanatics.com/index.php?title=Civ4UnitInfos&diff=61Civ4UnitInfos2009-05-09T15:05:53Z<p>Flying Pig: </p>
<hr />
<div>All tags must be opened and closed; the first is the 'open', the second the 'closed' tag. If nothing goes inside a 'list tag', then it should just be the opening tag with a / before the closing bracket.<br />
<br />
== Text Tags ==<br />
<br />
'''<UnitInfos></UnitInfos>''' This begins and ends the file. Everything must go in between these two, or it will not work.<br /><br /><br />
'''<UnitInfo></UnitInfo>''' Each different unit's data is enclosed in a seperate tag like this.<br /><br /><br />
'''<Class></Class>''' The class as defined in CIV4UnitClassInfos.xml. Class is the thing that holds, say, a Swordsman and a Praetorian together; each civilisation can only have one of each class.<br /><br /><br />
'''<Type></Type>''' The unit's in-game name, which must be unique.<br /><br /><br />
'''<UniqueNames/>''' Only ever a closing tag, this must be put in after the <Type></Type> tag to show that the unit's 'name' is now finished.<br /><br /><br />
'''<Special></Special>''' Should be NONE unless the unit is in one of your special categories in CIV4SpecialUnitInfos.xml; in which case put that in. <br /><br /><br />
'''<Capture></Capture>''' Should be NONE unless the unit can be captured, in which case it is the class of the unit which appears when it is captured<br /><br /><br />
'''<Combat></Combat>''' Shows the unit's combat, out of UNITCOMBAT_MELEE, UNITCOMBAT_ARCHER, UNITCOMBAT_MOUNTED, UNITCOMBAT_GUN, UNITCOMBAT_SIEGE, UNITCOMBAT_NAVAL, UNITCOMBAT_AIR and UNITCOMBAT_HELICOPTER<br /><br /><br />
'''<Domain></Domain>''' DOMAIN_, then AIR, SEA or LAND. Shows whether the unit is an air, sea or land unit.<br /><br /><br />
'''<DefaultUnitAI></DefaultUnitAI>''' How the AI uses the unit, by default.<br /><br /><br />
'''<Invisible></Invisible>''' Either NONE, INVISIBLE_SUBMARINE or INVISIBLE_STEALTH. If it is not NONE, then the value is what sort of invisibility it has (see below) <br /><br /><br />
'''<SeeInvisible></SeeInvisible>''' NONE, or else the sort of invisible unit (see above) that it can see.<br /><br /><br />
'''<Description></Description>''' The name of the unit as displayed on screen. Can either be text or a tag from another file. If it is not out of a text database, the computer will read what is in here.<br /><br /><br />
'''<Civilopedia></Civilopedia>''' As above; the entry in the Civilopedia for the unit.<br /><br /><br />
'''<Strategy></Strategy>''' The Sid's Tips, as above. Also displayed at the top of the Civilopedia entry<br /><br /><br />
'''<Advisor></Advisor>''' The advisor that will chip in (normally ADVISOR_MILITARY) when building this unit is a good idea.<br /><br /><br />
<br />
== Boolean Tags ==<br />
<br />
<bAnimal></bAnimal> Is the unit an animal, out of 1 (yes) or 0 (no). If it is, the Barbarians only can build it and it will not enter cultural borders.<br /><br /><br />
<bFood></bFood> If 1, the city cannot grow while producing this unit, in the same manner as Settlers and Workers. 0 means that the city can grow and train at the same time.<br /><br /><br />
<bNoBadGoodies></bNoBadGoodies> Is set to 1 for Scouts and Explorers; means that Tribal Villages will never attack this unit.<br /><br /><br />
<bOnlyDefensive></bOnlyDefensive> If set to 1, the unit cannot attack other units.<br /><br /><br />
<bNoCapture></bNoCapture> If set to 1, the unit cannot take cities, even when there are no units in them.<br /><br /><br />
<bQuickCombat></bQuickCombat> Always set to 0; not sure what it does.<br /><br /><br />
<bRivalTerritory></bRivalTerritory> If set to 1, the unit can enter enemy territory without declaring war.<br /><br /><br />
<bMilitaryHappiness></bMilitaryHappiness> If set to 1, the unit is treated as a military unit by the people of a city in terms of deciding whether they are angry about lack of protection or happy from the Monarchy civic<br /><br /><br />
<bMilitarySupport></bMilitarySupport> If set to 1, counts as a military unit for the penalty posed by Pacifism and other bonusus/penalties like that.<br /><br /><br />
<bMilitaryProduction></bMilitaryProduction> If set to 1, the unit counts as a military unit for the purposes of production and any bonuses and penalties applied on the prodution of military units.<br /><br /><br />
<bPillage></bPillage> If set to 1, the unit can pillage enemy tiles<br /><br /><br />
<bSpy></bSpy> If set to 1, the unit is a spy<br /><br /><br />
<bSabotage></bSabotage> In Vanilla and Warlords, this means that the unit can sabotage production like a Spy in an enemy city. It should be 0 in BTS.<br /><br /><br />
<bDestroy></bDestroy> As above, but for Destroy Improvement<br /><br /><br />
<bStealPlans></bStealPlans> As above, for Steal Plans<br /><br /><br />
<bInvestigate></bInvestigate> As above, for Investigate City<br /><br /><br />
<bCounterSpy></bCounterSpy> As above, for Perform Counterespionage.<br /><br /><br />
<bFound></bFound> If set to 1, the unit can found a new city.<br /><br /><br />
<bGoldenAge></bGoldenAge> If set to 1, the unit counts as a Great Person to start a Golden Age.<br /><br /><br />
<bInvisible></bInvisible> If set to 1, is invisible to all units.<br /><br /><br />
<bFirstStrikeImmune></bFirstStrikeImmune> If set to 1, the unit is immune to all first strikes.<br /><br /><br />
<bNoDefensiveBonus></bNoDefensiveBonus> If set to 1, the unit does not recieve defensive bonuses<br /><br /><br />
<bIgnoreBuildingDefense></bIgnoreBuildingDefense> If set to 1, the unit ignores defensive bonuses from enemy walls and castles, like a Gunpowder unit.<br /><br /><br />
<bCanMoveImpassable></bCanMoveImpassable> If set to 1, the unit can move under ice. Used for Submarines.<br /><br /><br />
<bCanMoveAllTerrain></bCanMoveAllTerrain> If set to 1, the unit can move over all terrain.<br /><br /><br />
<bFlatMovementCost></bFlatMovementCost> If set to 1, the unit pays this fixed price to enter all terrain.<br /><br /> <br />
<bIgnoreTerrainCost></bIgnoreTerrainCost> If set to 1, the unit ignores the cost of terrain to move into.<br /><br /> <br />
<bNukeImmune></bNukeImmune> If set to 1, the unit is immune to damage from nukes.<br /><br /> <br />
<bPrereqBonuses></bPrereqBonuses> Set to 0 for all unit except Work Boats. Not sure what it does.<br /><br /> <br />
<bPrereqReligion></bPrereqReligion> If set to 1, the unit requires the State Religion to be present in the city.<br /><br /><br />
<bMechanized></bMechanized> Not sure what this does. Can be 1 or 0.<br /><br /><br />
<bSuicide></bSuicide> If set to 1, the unit dies when it makes an attack<br /><br /><br />
<bHiddenNationality></bHiddenNationality> If set to 1, the unit bears no marking of nationality.<br /><br /><br />
<bAlwaysHostile></bAlwaysHostile> If set to 1, can attack the enemy without declaring war.<br /><br /><br />
<br />
== List Tags ==<br />
<br />
<UnitClassUpgrades></UnitClassUpgrades> Inside here you put all of the unit classes which the unit upgrades to.<br /><br />
<UnitClassUpgrade></UnitClassUpgrade> Enclose in this tag everything which the unit upgrades to.<br /><br /><br />
<UnitClassTargets></UnitClassTargets> Not sure what this does.<br /><br />
<UnitCombatTargets></UnitCombatTargets> Same as above<br /><br /><br />
<UnitClassDefenders></UnitClassDefenders> Same as above <br /><br />
<UnitCombatDefenders></UnitCombatDefenders> Same as above <br /><br /><br />
<FlankingStrikes></FlankingStrikes> All Flank Attacks which the unit gets should go under here.<br /><br />
<FlankingStrike></FlankingStrike> Put the unit and number of Flanking Strikes here.<br /><br /><br />
<UnitAIs></UnitAIs> Inside here go the methods which the AI uses to command this unit.<br /><br />
<UnitAI></UnitAI> Put each AI in here.<br /><br /><br />
<NotUnitAIs></NotUnitAIs> As <UnitAIs>, but for the tasks which the AI will never consider the unit for.<br /><br />
<NotUnitAI></NotUnitAI> As above for <UnitAI><br /><br /><br />
<Builds></Builds> For all the things that the unit can build on tiles<br /><br />
<Build></Build> Each thing that the unit can build goes in one of these.<br /><br /><br />
<ReligionSpreads></ReligionSpreads> Put the religions which the unit can spread here. <br /><br />
<ReligionSpread></ReligionSpread> Each religion goes in here<br /><br /> <br />
<CorporationSpreads></CorporationSpreads> As above for <ReligionSpreads><br /><br />
<CorporationSpread></CorporationSpread> As above for <ReligionSpread><br /><br /><br />
<GreatPeoples></GreatPeoples> The types of Super Specialist that this person can become<br /><br />
<GreatPeopleType></GreatPeopleType> Each type of Super Specialist goes in here.<br /><br /><br />
<Buildings></Buildings> All of the things that the unit can construct in a city go here.<br /><br />
<Building></Building> Each building goes in one of these<br /><br /><br />
<ForceBuildings></ForceBuildings> Don't know what this does<br /><br /><br />
<br />
<br />
== Preresquisite Tags ==<br />
<br />
<HolyCity></HolyCity> If not NONE, then it is the Holy City needed to build the unit.<br /><br /><br />
<ReligionType></ReligionType> For units, always NONE.<br /><br /><br />
<StateReligion></StateReligion> If not NONE, the State Religion needed to build this unit<br /><br /><br />
<PrereqReligion></PrereqReligion> As above for Religion<br /><br /><br />
<PrereqCorporation></PrereqCorporation> As above for Corporation<br /><br /><br />
<PrereqBuilding></PrereqBuilding> As above for building<br /><br /><br />
<PrereqTech></PrereqTech> As above for technology<br />
<TechTypes></TechTypes> Encloses the above <br />
<BonusType></BonusType> If not NONE, the resource needed to build the unit<br /><br /><br />
<PrereqBonuses></PrereqBonuses> Don't know what this does<br /><br /><br />
<ProductionTraits></ProductionTraits> The leader traits which affect production of this unit<br /><br /><br />
<Flavors><Flavors> The 'flavors' of a unit - not sure what they do<br /><br /><br />
<br />
<br />
== Integer Tags ==<br />
<br />
<br />
<iAIWeight></iAIWeight> The preference given by the AI to this unit<br /><br /><br />
<iCost></iCost> The cost in hammers of the unit<br /><br /><br />
<iHurryCostModifier></iHurryCostModifier> The number by which you multiply the cost to get the hurry cost<br /><br /><br />
<iAdvancedStartCost></iAdvancedStartCost> The cost on Advanced Start<br /><br /><br />
<iAdvancedStartCostIncrease></iAdvancedStartCostIncrease> The increase in cost on Advanced Start<br /><br /><br />
<iMinAreaSize></iMinAreaSize> Don't know what this does<br /><br /><br />
<iMoves></iMoves>The number of moves a unit has<br /><br /><br />
<bNoRevealMap></bNoRevealMap> If 1, the unit does not reveal the map <br /><br /><br />
<iAirRange></iAirRange> For Air Units, the range<br /><br /><br />
<iAirUnitCap></iAirUnitCap> Should be 0 <br /><br /><br />
<iDropRange></iDropRange> The range which the unit can parachute-jump<br /><br /><br />
<iNukeRange></iNukeRange> The range at which the 'nuke' can be launched (0 for non-nukes)<br /><br /><br />
<iWorkRate></iWorkRate> The rate at which the unit improves tiles<br /><br /><br />
<iBaseDiscover></iBaseDiscover> The rate at which a unit discovers tiles <br /><br /><br />
<iDiscoverMultiplier></iDiscoverMultiplier><br />
<iBaseHurry>0</iBaseHurry><br />
<iHurryMultiplier>0</iHurryMultiplier><br />
<iBaseTrade>0</iBaseTrade><br />
<iTradeMultiplier>0</iTradeMultiplier><br />
<iGreatWorkCulture>0</iGreatWorkCulture><br />
<iEspionagePoints>0</iEspionagePoints><br />
<TerrainImpassables/><br />
<FeatureImpassables/><br />
<TerrainPassableTechs/><br />
<FeaturePassableTechs/><br />
<iCombat>2</iCombat><br />
<iCombatLimit>100</iCombatLimit><br />
<iAirCombat>0</iAirCombat><br />
<iAirCombatLimit>0</iAirCombatLimit><br />
<iXPValueAttack>4</iXPValueAttack><br />
<iXPValueDefense>2</iXPValueDefense><br />
<iFirstStrikes>0</iFirstStrikes><br />
<iChanceFirstStrikes>0</iChanceFirstStrikes><br />
<iInterceptionProbability>0</iInterceptionProbability><br />
<iEvasionProbability>0</iEvasionProbability><br />
<iWithdrawalProb>0</iWithdrawalProb><br />
<iCollateralDamage>0</iCollateralDamage><br />
<iCollateralDamageLimit>0</iCollateralDamageLimit><br />
<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits><br />
<iCityAttack>0</iCityAttack><br />
<iCityDefense>0</iCityDefense><br />
<iAnimalCombat>0</iAnimalCombat><br />
<iHillsAttack>0</iHillsAttack><br />
<iHillsDefense>0</iHillsDefense><br />
<TerrainNatives><br />
<TerrainNative><br />
<TerrainType>TERRAIN_GRASS</TerrainType><br />
<bTerrainNative>1</bTerrainNative><br />
</TerrainNative><br />
<TerrainNative><br />
<TerrainType>TERRAIN_PLAINS</TerrainType><br />
<bTerrainNative>1</bTerrainNative><br />
</TerrainNative><br />
<TerrainNative><br />
<TerrainType>TERRAIN_DESERT</TerrainType><br />
<bTerrainNative>1</bTerrainNative><br />
</TerrainNative><br />
</TerrainNatives><br />
<FeatureNatives/><br />
<TerrainAttacks/><br />
<TerrainDefenses/><br />
<FeatureAttacks/><br />
<FeatureDefenses/><br />
<UnitClassAttackMods/><br />
<UnitClassDefenseMods/><br />
<UnitCombatMods/><br />
<UnitCombatCollateralImmunes/><br />
<DomainMods/><br />
<BonusProductionModifiers/><br />
<iBombRate>0</iBombRate><br />
<iBombardRate>0</iBombardRate><br />
<SpecialCargo>NONE</SpecialCargo><br />
<DomainCargo>NONE</DomainCargo><br />
<iCargo>0</iCargo><br />
<iConscription>0</iConscription><br />
<iCultureGarrison>0</iCultureGarrison><br />
<iExtraCost>0</iExtraCost><br />
<iAsset>0</iAsset><br />
<iPower>0</iPower><br />
<UnitMeshGroups><br />
<iGroupSize>3</iGroupSize><br />
<fMaxSpeed>1.75</fMaxSpeed><br />
<fPadTime>1</fPadTime><br />
<iMeleeWaveSize>3</iMeleeWaveSize><br />
<iRangedWaveSize>0</iRangedWaveSize><br />
<UnitMeshGroup><br />
<iRequired>3</iRequired><br />
<EarlyArtDefineTag>ART_DEF_UNIT_LION</EarlyArtDefineTag><br />
</UnitMeshGroup><br />
</UnitMeshGroups><br />
<FormationType>FORMATION_TYPE_ANIMAL</FormationType><br />
<HotKey/><br />
<bAltDown>0</bAltDown><br />
<bShiftDown>0</bShiftDown><br />
<bCtrlDown>0</bCtrlDown><br />
<iHotKeyPriority>0</iHotKeyPriority><br />
<FreePromotions/><br />
<LeaderPromotion>NONE</LeaderPromotion><br />
<iLeaderExperience>0</iLeaderExperience></div>Flying Pighttps://modiki.civfanatics.com/index.php?title=Civ4UnitInfos&diff=58Civ4UnitInfos2009-05-09T14:39:45Z<p>Flying Pig: </p>
<hr />
<div>All tags must be opened and closed; the first is the 'open', the second the 'closed' tag. If nothing goes inside a 'list tag', then it should just be the opening tag with a / before the closing bracket.<br />
<br />
== Text Tags ==<br />
<br />
<UnitInfos></UnitInfos> This begins and ends the file. Everything must go in between these two, or it will not work.<br /><br /><br />
<UnitInfo></UnitInfo> Each different unit's data is enclosed in a seperate tag like this.<br /><br /><br />
<Class></Class> The class as defined in CIV4UnitClassInfos.xml. Class is the thing that holds, say, a Swordsman and a Praetorian together; each civilisation can only have one of each class.<br /><br /><br />
<Type></Type> The unit's in-game name, which must be unique.<br /><br /><br />
<UniqueNames/> Only ever a closing tag, this must be put in after the <Type></Type> tag to show that the unit's 'name' is now finished.<br /><br /><br />
<Special></Special> Should be NONE unless the unit is in one of your special categories in CIV4SpecialUnitInfos.xml; in which case put that in. <br /><br /><br />
<Capture></Capture> Should be NONE unless the unit can be captured, in which case it is the class of the unit which appears when it is captured<br /><br /><br />
<Combat></Combat> Shows the unit's combat, out of UNITCOMBAT_MELEE, UNITCOMBAT_ARCHER, UNITCOMBAT_MOUNTED, UNITCOMBAT_GUN, UNITCOMBAT_SIEGE, UNITCOMBAT_NAVAL, UNITCOMBAT_AIR and UNITCOMBAT_HELICOPTER<br /><br /><br />
<Domain></Domain> DOMAIN_, then AIR, SEA or LAND. Shows whether the unit is an air, sea or land unit.<br /><br /><br />
<DefaultUnitAI></DefaultUnitAI> How the AI uses the unit, by default.<br /><br /><br />
<Invisible></Invisible> Either NONE, INVISIBLE_SUBMARINE or INVISIBLE_STEALTH. If it is not NONE, then the value is what sort of invisibility it has (see below) <br /><br /><br />
<SeeInvisible></SeeInvisible> NONE, or else the sort of invisible unit (see above) that it can see.<br /><br /><br />
<Description></Description> The name of the unit as displayed on screen. Can either be text or a tag from another file. If it is not out of a text database, the computer will read what is in here.<br /><br /><br />
<Civilopedia></Civilopedia> As above; the entry in the Civilopedia for the unit.<br /><br /><br />
<Strategy></Strategy> The Sid's Tips, as above. Also displayed at the top of the Civilopedia entry<br /><br /><br />
<Advisor></Advisor> The advisor that will chip in (normally ADVISOR_MILITARY) when building this unit is a good idea.<br /><br /><br />
<br />
<br />
== Boolean Tags ==<br />
<br />
<br />
<bAnimal></bAnimal> Is the unit an animal, out of 1 (yes) or 0 (no). If it is, the Barbarians only can build it and it will not enter cultural borders.<br /><br /><br />
<bFood></bFood> If 1, the city cannot grow while producing this unit, in the same manner as Settlers and Workers. 0 means that the city can grow and train at the same time.<br /><br /><br />
<bNoBadGoodies></bNoBadGoodies> Is set to 1 for Scouts and Explorers; means that Tribal Villages will never attack this unit.<br /><br /><br />
<bOnlyDefensive></bOnlyDefensive> If set to 1, the unit cannot attack other units.<br /><br /><br />
<bNoCapture></bNoCapture> If set to 1, the unit cannot take cities, even when there are no units in them.<br /><br /><br />
<bQuickCombat></bQuickCombat> Always set to 0; not sure what it does.<br /><br /><br />
<bRivalTerritory></bRivalTerritory> If set to 1, the unit can enter enemy territory without declaring war.<br /><br /><br />
<bMilitaryHappiness></bMilitaryHappiness> If set to 1, the unit is treated as a military unit by the people of a city in terms of deciding whether they are angry about lack of protection or happy from the Monarchy civic<br /><br /><br />
<bMilitarySupport></bMilitarySupport> If set to 1, counts as a military unit for the penalty posed by Pacifism and other bonusus/penalties like that.<br /><br /><br />
<bMilitaryProduction></bMilitaryProduction> If set to 1, the unit counts as a military unit for the purposes of production and any bonuses and penalties applied on the prodution of military units.<br /><br /><br />
<bPillage></bPillage> If set to 1, the unit can pillage enemy tiles<br /><br /><br />
<bSpy></bSpy> If set to 1, the unit is a spy<br /><br /><br />
<bSabotage></bSabotage> In Vanilla and Warlords, this means that the unit can sabotage production like a Spy in an enemy city. It should be 0 in BTS.<br /><br /><br />
<bDestroy></bDestroy> As above, but for Destroy Improvement<br /><br /><br />
<bStealPlans></bStealPlans> As above, for Steal Plans<br /><br /><br />
<bInvestigate></bInvestigate> As above, for Investigate City<br /><br /><br />
<bCounterSpy></bCounterSpy> As above, for Perform Counterespionage.<br /><br /><br />
<bFound></bFound> If set to 1, the unit can found a new city.<br /><br /><br />
<bGoldenAge></bGoldenAge> If set to 1, the unit counts as a Great Person to start a Golden Age.<br /><br /><br />
<bInvisible></bInvisible> If set to 1, is invisible to all units.<br /><br /><br />
<bFirstStrikeImmune></bFirstStrikeImmune> If set to 1, the unit is immune to all first strikes.<br /><br /><br />
<bNoDefensiveBonus></bNoDefensiveBonus> If set to 1, the unit does not recieve defensive bonuses<br /><br /><br />
<bIgnoreBuildingDefense></bIgnoreBuildingDefense> If set to 1, the unit ignores defensive bonuses from enemy walls and castles, like a Gunpowder unit.<br /><br /><br />
<bCanMoveImpassable></bCanMoveImpassable> If set to 1, the unit can move under ice. Used for Submarines.<br /><br /><br />
<bCanMoveAllTerrain></bCanMoveAllTerrain> If set to 1, the unit can move over all terrain.<br /><br /><br />
<bFlatMovementCost></bFlatMovementCost> If set to 1, the unit pays this fixed price to enter all terrain.<br /><br /> <br />
<bIgnoreTerrainCost></bIgnoreTerrainCost> If set to 1, the unit ignores the cost of terrain to move into.<br /><br /> <br />
<bNukeImmune></bNukeImmune> If set to 1, the unit is immune to damage from nukes.<br /><br /> <br />
<bPrereqBonuses></bPrereqBonuses> Set to 0 for all unit except Work Boats. Not sure what it does.<br /><br /> <br />
<bPrereqReligion></bPrereqReligion> If set to 1, the unit requires the State Religion to be present in the city.<br /><br /><br />
<bMechanized></bMechanized> Not sure what this does. Can be 1 or 0.<br /><br /><br />
<bSuicide></bSuicide> If set to 1, the unit dies when it makes an attack<br /><br /><br />
<bHiddenNationality></bHiddenNationality> If set to 1, the unit bears no marking of nationality.<br /><br /><br />
<bAlwaysHostile></bAlwaysHostile> If set to 1, can attack the enemy without declaring war.<br /><br /><br />
<br /><br />
== List Tags ==<br />
<br /><br />
<UnitClassUpgrades></UnitClassUpgrades> Inside here you put all of the unit classes which the unit upgrades to.<br /><br /><br />
<UnitClassUpgrade></UnitClassUpgrade> Enclose in this tag everything which the unit upgrades to.<br /><br /><br />
<UnitClassTargets></UnitClassTargets> Not sure what this does.<br /><br /><br />
<UnitCombatTargets></UnitCombatTargets> Same as above<br /><br /><br />
<UnitClassDefenders></UnitClassDefenders> Same as above <br /><br /><br />
<UnitCombatDefenders/><br />
<FlankingStrikes/><br />
<UnitAIs><br />
<UnitAI><br />
<UnitAIType>UNITAI_ANIMAL</UnitAIType><br />
<bUnitAI>1</bUnitAI><br />
</UnitAI><br />
</UnitAIs><br />
<NotUnitAIs/><br />
<Builds/><br />
<ReligionSpreads/><br />
<CorporationSpreads/><br />
<GreatPeoples/><br />
<Buildings/><br />
<ForceBuildings/><br />
<HolyCity>NONE</HolyCity><br />
<ReligionType>NONE</ReligionType><br />
<StateReligion>NONE</StateReligion><br />
<PrereqReligion>NONE</PrereqReligion><br />
<PrereqCorporation>NONE</PrereqCorporation><br />
<PrereqBuilding>NONE</PrereqBuilding><br />
<PrereqTech>NONE</PrereqTech><br />
<TechTypes/><br />
<BonusType>NONE</BonusType><br />
<PrereqBonuses/><br />
<ProductionTraits/><br />
<Flavors/><br />
<iAIWeight>0</iAIWeight><br />
<iCost>-1</iCost><br />
<iHurryCostModifier>0</iHurryCostModifier><br />
<iAdvancedStartCost>-1</iAdvancedStartCost><br />
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease><br />
<iMinAreaSize>-1</iMinAreaSize><br />
<iMoves>1</iMoves><br />
<bNoRevealMap>0</bNoRevealMap><br />
<iAirRange>0</iAirRange><br />
<iAirUnitCap>0</iAirUnitCap><br />
<iDropRange>0</iDropRange><br />
<iNukeRange>-1</iNukeRange><br />
<iWorkRate>0</iWorkRate><br />
<iBaseDiscover>0</iBaseDiscover><br />
<iDiscoverMultiplier>0</iDiscoverMultiplier><br />
<iBaseHurry>0</iBaseHurry><br />
<iHurryMultiplier>0</iHurryMultiplier><br />
<iBaseTrade>0</iBaseTrade><br />
<iTradeMultiplier>0</iTradeMultiplier><br />
<iGreatWorkCulture>0</iGreatWorkCulture><br />
<iEspionagePoints>0</iEspionagePoints><br />
<TerrainImpassables/><br />
<FeatureImpassables/><br />
<TerrainPassableTechs/><br />
<FeaturePassableTechs/><br />
<iCombat>2</iCombat><br />
<iCombatLimit>100</iCombatLimit><br />
<iAirCombat>0</iAirCombat><br />
<iAirCombatLimit>0</iAirCombatLimit><br />
<iXPValueAttack>4</iXPValueAttack><br />
<iXPValueDefense>2</iXPValueDefense><br />
<iFirstStrikes>0</iFirstStrikes><br />
<iChanceFirstStrikes>0</iChanceFirstStrikes><br />
<iInterceptionProbability>0</iInterceptionProbability><br />
<iEvasionProbability>0</iEvasionProbability><br />
<iWithdrawalProb>0</iWithdrawalProb><br />
<iCollateralDamage>0</iCollateralDamage><br />
<iCollateralDamageLimit>0</iCollateralDamageLimit><br />
<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits><br />
<iCityAttack>0</iCityAttack><br />
<iCityDefense>0</iCityDefense><br />
<iAnimalCombat>0</iAnimalCombat><br />
<iHillsAttack>0</iHillsAttack><br />
<iHillsDefense>0</iHillsDefense><br />
<TerrainNatives><br />
<TerrainNative><br />
<TerrainType>TERRAIN_GRASS</TerrainType><br />
<bTerrainNative>1</bTerrainNative><br />
</TerrainNative><br />
<TerrainNative><br />
<TerrainType>TERRAIN_PLAINS</TerrainType><br />
<bTerrainNative>1</bTerrainNative><br />
</TerrainNative><br />
<TerrainNative><br />
<TerrainType>TERRAIN_DESERT</TerrainType><br />
<bTerrainNative>1</bTerrainNative><br />
</TerrainNative><br />
</TerrainNatives><br />
<FeatureNatives/><br />
<TerrainAttacks/><br />
<TerrainDefenses/><br />
<FeatureAttacks/><br />
<FeatureDefenses/><br />
<UnitClassAttackMods/><br />
<UnitClassDefenseMods/><br />
<UnitCombatMods/><br />
<UnitCombatCollateralImmunes/><br />
<DomainMods/><br />
<BonusProductionModifiers/><br />
<iBombRate>0</iBombRate><br />
<iBombardRate>0</iBombardRate><br />
<SpecialCargo>NONE</SpecialCargo><br />
<DomainCargo>NONE</DomainCargo><br />
<iCargo>0</iCargo><br />
<iConscription>0</iConscription><br />
<iCultureGarrison>0</iCultureGarrison><br />
<iExtraCost>0</iExtraCost><br />
<iAsset>0</iAsset><br />
<iPower>0</iPower><br />
<UnitMeshGroups><br />
<iGroupSize>3</iGroupSize><br />
<fMaxSpeed>1.75</fMaxSpeed><br />
<fPadTime>1</fPadTime><br />
<iMeleeWaveSize>3</iMeleeWaveSize><br />
<iRangedWaveSize>0</iRangedWaveSize><br />
<UnitMeshGroup><br />
<iRequired>3</iRequired><br />
<EarlyArtDefineTag>ART_DEF_UNIT_LION</EarlyArtDefineTag><br />
</UnitMeshGroup><br />
</UnitMeshGroups><br />
<FormationType>FORMATION_TYPE_ANIMAL</FormationType><br />
<HotKey/><br />
<bAltDown>0</bAltDown><br />
<bShiftDown>0</bShiftDown><br />
<bCtrlDown>0</bCtrlDown><br />
<iHotKeyPriority>0</iHotKeyPriority><br />
<FreePromotions/><br />
<LeaderPromotion>NONE</LeaderPromotion><br />
<iLeaderExperience>0</iLeaderExperience></div>Flying Pighttps://modiki.civfanatics.com/index.php?title=Civ4UnitInfos&diff=57Civ4UnitInfos2009-05-09T14:26:55Z<p>Flying Pig: </p>
<hr />
<div>All tags must be opened and closed; the first is the 'open', the second the 'closed' tag.<br />
<br />
<UnitInfos></UnitInfos> This begins and ends the file. Everything must go in between these two, or it will not work.<br /><br />
<UnitInfo></UnitInfo> Each different unit's data is enclosed in a seperate tag like this.<br /><br />
<Class></Class> The class as defined in CIV4UnitClassInfos.xml. Class is the thing that holds, say, a Swordsman and a Praetorian together; each civilisation can only have one of each class.<br /><br />
<Type></Type> The unit's n-game name, which must be unique.<br /><br />
<UniqueNames/> Only ever a closing tag, this must be put in after the <Type></Type> tag to show that the unit's 'name' is now finished.<br /><br />
<Special></Special> Should be NONE unless the unit is in one of your special categories in CIV4SpecialUnitInfos.xml; in which case put that in. <br /><br />
<Capture></Capture> Should be NONE unless the unit can be captured, in which case it is the class of the unit which appears when it is captured<br /><br />
<Combat></Combat> Shows the unit's combat, out of UNITCOMBAT_MELEE, UNITCOMBAT_ARCHER, UNITCOMBAT_MOUNTED, UNITCOMBAT_GUN, UNITCOMBAT_SIEGE, UNITCOMBAT_NAVAL, UNITCOMBAT_AIR and UNITCOMBAT_HELICOPTER<br /><br />
<Domain></Domain> DOMAIN_, then AIR, SEA or LAND. Shows whether the unit is an air, sea or land unit.<br /><br />
<DefaultUnitAI></DefaultUnitAI> How the AI uses the unit, by default.<br /><br />
<Invisible></Invisible> Either NONE, INVISIBLE_SUBMARINE or INVISIBLE_STEALTH. If it is not NONE, then the value is what sort of invisibility it has (see below) <br /><br />
<SeeInvisible></SeeInvisible> NONE, or else the sort of invisible unit (see above) that it can see.<br /><br />
<Description></Description> The name of the unit as displayed on screen. Can either be text or a tag from another file. If it is not out of a text database, the computer will read what is in here.<br /><br />
<Civilopedia></Civilopedia> As above; the entry in the Civilopedia for the unit.<br /><br />
<Strategy></Strategy> The Sid's Tips, as above. Also displayed at the top of the Civilopedia entry<br /><br />
<Advisor></Advisor> The advisor that will chip in (normally ADVISOR_MILITARY) when building this unit is a good idea.<br /><br />
<bAnimal></bAnimal> Is the unit an animal, out of 1 (yes) or 0 (no). If it is, the Barbarians only can build it and it will not enter cultural borders.<br /><br />
<bFood></bFood> If 1, the city cannot grow while producing this unit, in the same manner as Settlers and Workers. 0 means that the city can grow and train at the same time.<br /><br />
<bNoBadGoodies></bNoBadGoodies> Is set to 1 for Scouts and Explorers; means that Tribal Villages will never attack this unit.<br /><br />
<bOnlyDefensive></bOnlyDefensive> If set to 1, the unit cannot attack other units.<br /><br />
<bNoCapture></bNoCapture> If set to 1, the unit cannot take cities, even when there are no units in them.<br /><br />
<bQuickCombat></bQuickCombat> Always set to 0; not sure what it does.<br /><br />
<bRivalTerritory></bRivalTerritory> If set to 1, the unit can enter enemy territory without declaring war.<br /><br />
<bMilitaryHappiness></bMilitaryHappiness> If set to 1, the unit is treated as a military unit by the people of a city in terms of deciding whether they are angry about lack of protection or happy from the Monarchy civic<br /><br />
<bMilitarySupport></bMilitarySupport> If set to 1, counts as a military unit for the penalty posed by Pacifism and other bonusus/penalties like that.<br /><br />
<bMilitaryProduction></bMilitaryProduction> If set to 1, the unit counts as a military unit for the purposes of production and any bonuses and penalties applied on the prodution of military units.<br /><br />
<bPillage></bPillage> If set to 1, the unit can pillage enemy tiles<br /><br />
<bSpy></bSpy> If set to 1, the unit is a spy<br /><br />
<bSabotage></bSabotage> In Vanilla and Warlords, this means that the unit can sabotage production like a Spy in an enemy city. It should be 0 in BTS.<br /><br />
<bDestroy></bDestroy> As above, but for Destroy Improvement<br /><br />
<bStealPlans></bStealPlans> As above, for Steal Plans<br /><br />
<bInvestigate></bInvestigate> As above, for Investigate City<br /><br />
<bCounterSpy></bCounterSpy> As above, for Perform Counterespionage.<br /><br />
<bFound></bFound> If set to 1, the unit can found a new city.<br /><br />
<bGoldenAge></bGoldenAge> If set to 1, the unit counts as a Great Person to start a Golden Age.<br /><br />
<bInvisible></bInvisible> If set to 1, is invisible to all units.<br /><br />
<bFirstStrikeImmune></bFirstStrikeImmune> If set to 1, the unit is immune to all first strikes.<br /><br />
<bNoDefensiveBonus></bNoDefensiveBonus> If set to 1, the unit does not recieve defensive bonuses<br /><br />
<bIgnoreBuildingDefense></bIgnoreBuildingDefense> If set to 1, the unit ignores defensive bonuses from enemy walls and castles, like a Gunpowder unit.<br /><br />
<bCanMoveImpassable></bCanMoveImpassable> If set to 1, the unit can move under ice. Used for Submarines.<br /><br />
<bCanMoveAllTerrain></bCanMoveAllTerrain> If set to 1, the unit can move over all terrain.<br />
<bFlatMovementCost>0</bFlatMovementCost><br />
<bIgnoreTerrainCost>0</bIgnoreTerrainCost><br />
<bNukeImmune>0</bNukeImmune><br />
<bPrereqBonuses>0</bPrereqBonuses><br />
<bPrereqReligion>0</bPrereqReligion><br />
<bMechanized>0</bMechanized><br />
<bSuicide>0</bSuicide><br />
<bHiddenNationality>0</bHiddenNationality><br />
<bAlwaysHostile>0</bAlwaysHostile><br />
<UnitClassUpgrades/><br />
<UnitClassTargets/><br />
<UnitCombatTargets/><br />
<UnitClassDefenders/><br />
<UnitCombatDefenders/><br />
<FlankingStrikes/><br />
<UnitAIs><br />
<UnitAI><br />
<UnitAIType>UNITAI_ANIMAL</UnitAIType><br />
<bUnitAI>1</bUnitAI><br />
</UnitAI><br />
</UnitAIs><br />
<NotUnitAIs/><br />
<Builds/><br />
<ReligionSpreads/><br />
<CorporationSpreads/><br />
<GreatPeoples/><br />
<Buildings/><br />
<ForceBuildings/><br />
<HolyCity>NONE</HolyCity><br />
<ReligionType>NONE</ReligionType><br />
<StateReligion>NONE</StateReligion><br />
<PrereqReligion>NONE</PrereqReligion><br />
<PrereqCorporation>NONE</PrereqCorporation><br />
<PrereqBuilding>NONE</PrereqBuilding><br />
<PrereqTech>NONE</PrereqTech><br />
<TechTypes/><br />
<BonusType>NONE</BonusType><br />
<PrereqBonuses/><br />
<ProductionTraits/><br />
<Flavors/><br />
<iAIWeight>0</iAIWeight><br />
<iCost>-1</iCost><br />
<iHurryCostModifier>0</iHurryCostModifier><br />
<iAdvancedStartCost>-1</iAdvancedStartCost><br />
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease><br />
<iMinAreaSize>-1</iMinAreaSize><br />
<iMoves>1</iMoves><br />
<bNoRevealMap>0</bNoRevealMap><br />
<iAirRange>0</iAirRange><br />
<iAirUnitCap>0</iAirUnitCap><br />
<iDropRange>0</iDropRange><br />
<iNukeRange>-1</iNukeRange><br />
<iWorkRate>0</iWorkRate><br />
<iBaseDiscover>0</iBaseDiscover><br />
<iDiscoverMultiplier>0</iDiscoverMultiplier><br />
<iBaseHurry>0</iBaseHurry><br />
<iHurryMultiplier>0</iHurryMultiplier><br />
<iBaseTrade>0</iBaseTrade><br />
<iTradeMultiplier>0</iTradeMultiplier><br />
<iGreatWorkCulture>0</iGreatWorkCulture><br />
<iEspionagePoints>0</iEspionagePoints><br />
<TerrainImpassables/><br />
<FeatureImpassables/><br />
<TerrainPassableTechs/><br />
<FeaturePassableTechs/><br />
<iCombat>2</iCombat><br />
<iCombatLimit>100</iCombatLimit><br />
<iAirCombat>0</iAirCombat><br />
<iAirCombatLimit>0</iAirCombatLimit><br />
<iXPValueAttack>4</iXPValueAttack><br />
<iXPValueDefense>2</iXPValueDefense><br />
<iFirstStrikes>0</iFirstStrikes><br />
<iChanceFirstStrikes>0</iChanceFirstStrikes><br />
<iInterceptionProbability>0</iInterceptionProbability><br />
<iEvasionProbability>0</iEvasionProbability><br />
<iWithdrawalProb>0</iWithdrawalProb><br />
<iCollateralDamage>0</iCollateralDamage><br />
<iCollateralDamageLimit>0</iCollateralDamageLimit><br />
<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits><br />
<iCityAttack>0</iCityAttack><br />
<iCityDefense>0</iCityDefense><br />
<iAnimalCombat>0</iAnimalCombat><br />
<iHillsAttack>0</iHillsAttack><br />
<iHillsDefense>0</iHillsDefense><br />
<TerrainNatives><br />
<TerrainNative><br />
<TerrainType>TERRAIN_GRASS</TerrainType><br />
<bTerrainNative>1</bTerrainNative><br />
</TerrainNative><br />
<TerrainNative><br />
<TerrainType>TERRAIN_PLAINS</TerrainType><br />
<bTerrainNative>1</bTerrainNative><br />
</TerrainNative><br />
<TerrainNative><br />
<TerrainType>TERRAIN_DESERT</TerrainType><br />
<bTerrainNative>1</bTerrainNative><br />
</TerrainNative><br />
</TerrainNatives><br />
<FeatureNatives/><br />
<TerrainAttacks/><br />
<TerrainDefenses/><br />
<FeatureAttacks/><br />
<FeatureDefenses/><br />
<UnitClassAttackMods/><br />
<UnitClassDefenseMods/><br />
<UnitCombatMods/><br />
<UnitCombatCollateralImmunes/><br />
<DomainMods/><br />
<BonusProductionModifiers/><br />
<iBombRate>0</iBombRate><br />
<iBombardRate>0</iBombardRate><br />
<SpecialCargo>NONE</SpecialCargo><br />
<DomainCargo>NONE</DomainCargo><br />
<iCargo>0</iCargo><br />
<iConscription>0</iConscription><br />
<iCultureGarrison>0</iCultureGarrison><br />
<iExtraCost>0</iExtraCost><br />
<iAsset>0</iAsset><br />
<iPower>0</iPower><br />
<UnitMeshGroups><br />
<iGroupSize>3</iGroupSize><br />
<fMaxSpeed>1.75</fMaxSpeed><br />
<fPadTime>1</fPadTime><br />
<iMeleeWaveSize>3</iMeleeWaveSize><br />
<iRangedWaveSize>0</iRangedWaveSize><br />
<UnitMeshGroup><br />
<iRequired>3</iRequired><br />
<EarlyArtDefineTag>ART_DEF_UNIT_LION</EarlyArtDefineTag><br />
</UnitMeshGroup><br />
</UnitMeshGroups><br />
<FormationType>FORMATION_TYPE_ANIMAL</FormationType><br />
<HotKey/><br />
<bAltDown>0</bAltDown><br />
<bShiftDown>0</bShiftDown><br />
<bCtrlDown>0</bCtrlDown><br />
<iHotKeyPriority>0</iHotKeyPriority><br />
<FreePromotions/><br />
<LeaderPromotion>NONE</LeaderPromotion><br />
<iLeaderExperience>0</iLeaderExperience></div>Flying Pighttps://modiki.civfanatics.com/index.php?title=Civ4UnitInfos&diff=56Civ4UnitInfos2009-05-09T14:23:24Z<p>Flying Pig: Created page with 'All tags must be opened and closed; the first is the 'open', the second the 'closed' tag. <UnitInfos></UnitInfos> This begins and ends the file. Everything must go in between th...'</p>
<hr />
<div>All tags must be opened and closed; the first is the 'open', the second the 'closed' tag.<br />
<br />
<UnitInfos></UnitInfos> This begins and ends the file. Everything must go in between these two, or it will not work.<br />
<UnitInfo></UnitInfo> Each different unit's data is enclosed in a seperate tag like this.<br />
<Class></Class> The class as defined in CIV4UnitClassInfos.xml. Class is the thing that holds, say, a Swordsman and a Praetorian together; each civilisation can only have one of these.<br />
<Type></Type> The unit's n-game name, which must be unique.<br />
<UniqueNames/> Only ever a closing tag, this must be put in after the <Type></Type> tag to show that the unit's 'name' is now finished.<br />
<Special></Special> Should be NONE unless the unit is in one of your special categories in CIV4SpecialUnitInfos.xml; in which case put that in. <br />
<Capture></Capture> Should be NONE unless the unit can be captured, in which case it is the class of the unit which appears when it is captured<br />
<Combat></Combat> Shows the unit's combat, out of UNITCOMBAT_MELEE, UNITCOMBAT_ARCHER, UNITCOMBAT_MOUNTED, UNITCOMBAT_GUN, UNITCOMBAT_SIEGE, UNITCOMBAT_NAVAL, UNITCOMBAT_AIR and UNITCOMBAT_HELICOPTER<br />
<Domain></Domain> DOMAIN_, then AIR, SEA or LAND. Shows whether the unit is an air, sea or land unit.<br />
<DefaultUnitAI></DefaultUnitAI> How the AI uses the unit, by default.<br />
<Invisible></Invisible> Either NONE, INVISIBLE_SUBMARINE or INVISIBLE_STEALTH. If it is not NONE, then the value is what sort of invisibility it has (see below) <br />
<SeeInvisible></SeeInvisible> NONE, or else the sort of invisible unit (see above) that it can see.<br />
<Description></Description> The name of the unit as displayed on screen. Can either be text or a tag from another file. If it is not out of a text database, the computer will read what is in here.<br />
<Civilopedia></Civilopedia> As above; the entry in the Civilopedia for the unit.<br />
<Strategy></Strategy> The Sid's Tips, as above. Also displayed at the top of the Civilopedia entry<br />
<Advisor></Advisor> The advisor that will chip in (normally ADVISOR_MILITARY) when building this unit is a good idea.<br />
<bAnimal></bAnimal> Is the unit an animal, out of 1 (yes) or 0 (no). If it is, the Barbarians only can build it and it will not enter cultural borders.<br />
<bFood></bFood> If 1, the city cannot grow while producing this unit, in the same manner as Settlers and Workers. 0 means that the city can grow and train at the same time.<br />
<bNoBadGoodies></bNoBadGoodies> Is set to 1 for Scouts and Explorers; means that Tribal Villages will never attack this unit.<br />
<bOnlyDefensive></bOnlyDefensive> If set to 1, the unit cannot attack other units.<br />
<bNoCapture></bNoCapture> If set to 1, the unit cannot take cities, even when there are no units in them.<br />
<bQuickCombat></bQuickCombat> Always set to 0; not sure what it does.<br />
<bRivalTerritory></bRivalTerritory> If set to 1, the unit can enter enemy territory without declaring war.<br />
<bMilitaryHappiness></bMilitaryHappiness> If set to 1, the unit is treated as a military unit by the people of a city in terms of deciding whether they are angry about lack of protection or happy from the Monarchy civic<br />
<bMilitarySupport></bMilitarySupport> If set to 1, counts as a military unit for the penalty posed by Pacifism and other bonusus/penalties like that.<br />
<bMilitaryProduction></bMilitaryProduction> If set to 1, the unit counts as a military unit for the purposes of production and any bonuses and penalties applied on the prodution of military units.<br />
<bPillage></bPillage> If set to 1, the unit can pillage enemy tiles<br />
<bSpy></bSpy> If set to 1, the unit is a spy<br />
<bSabotage></bSabotage> In Vanilla and Warlords, this means that the unit can sabotage production like a Spy in an enemy city. It should be 0 in BTS.<br />
<bDestroy></bDestroy> As above, but for Destroy Improvement<br />
<bStealPlans></bStealPlans> As above, for Steal Plans<br />
<bInvestigate></bInvestigate> As above, for Investigate City<br />
<bCounterSpy></bCounterSpy> As above, for Perform Counterespionage.<br />
<bFound></bFound> If set to 1, the unit can found a new city.<br />
<bGoldenAge></bGoldenAge> If set to 1, the unit counts as a Great Person to start a Golden Age.<br />
<bInvisible></bInvisible> If set to 1, is invisible to all units.<br />
<bFirstStrikeImmune></bFirstStrikeImmune> If set to 1, the unit is immune to all first strikes.<br />
<bNoDefensiveBonus></bNoDefensiveBonus> If set to 1, the unit does not recieve defensive bonuses<br />
<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense><br />
<bCanMoveImpassable>0</bCanMoveImpassable><br />
<bCanMoveAllTerrain>0</bCanMoveAllTerrain><br />
<bFlatMovementCost>0</bFlatMovementCost><br />
<bIgnoreTerrainCost>0</bIgnoreTerrainCost><br />
<bNukeImmune>0</bNukeImmune><br />
<bPrereqBonuses>0</bPrereqBonuses><br />
<bPrereqReligion>0</bPrereqReligion><br />
<bMechanized>0</bMechanized><br />
<bSuicide>0</bSuicide><br />
<bHiddenNationality>0</bHiddenNationality><br />
<bAlwaysHostile>0</bAlwaysHostile><br />
<UnitClassUpgrades/><br />
<UnitClassTargets/><br />
<UnitCombatTargets/><br />
<UnitClassDefenders/><br />
<UnitCombatDefenders/><br />
<FlankingStrikes/><br />
<UnitAIs><br />
<UnitAI><br />
<UnitAIType>UNITAI_ANIMAL</UnitAIType><br />
<bUnitAI>1</bUnitAI><br />
</UnitAI><br />
</UnitAIs><br />
<NotUnitAIs/><br />
<Builds/><br />
<ReligionSpreads/><br />
<CorporationSpreads/><br />
<GreatPeoples/><br />
<Buildings/><br />
<ForceBuildings/><br />
<HolyCity>NONE</HolyCity><br />
<ReligionType>NONE</ReligionType><br />
<StateReligion>NONE</StateReligion><br />
<PrereqReligion>NONE</PrereqReligion><br />
<PrereqCorporation>NONE</PrereqCorporation><br />
<PrereqBuilding>NONE</PrereqBuilding><br />
<PrereqTech>NONE</PrereqTech><br />
<TechTypes/><br />
<BonusType>NONE</BonusType><br />
<PrereqBonuses/><br />
<ProductionTraits/><br />
<Flavors/><br />
<iAIWeight>0</iAIWeight><br />
<iCost>-1</iCost><br />
<iHurryCostModifier>0</iHurryCostModifier><br />
<iAdvancedStartCost>-1</iAdvancedStartCost><br />
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease><br />
<iMinAreaSize>-1</iMinAreaSize><br />
<iMoves>1</iMoves><br />
<bNoRevealMap>0</bNoRevealMap><br />
<iAirRange>0</iAirRange><br />
<iAirUnitCap>0</iAirUnitCap><br />
<iDropRange>0</iDropRange><br />
<iNukeRange>-1</iNukeRange><br />
<iWorkRate>0</iWorkRate><br />
<iBaseDiscover>0</iBaseDiscover><br />
<iDiscoverMultiplier>0</iDiscoverMultiplier><br />
<iBaseHurry>0</iBaseHurry><br />
<iHurryMultiplier>0</iHurryMultiplier><br />
<iBaseTrade>0</iBaseTrade><br />
<iTradeMultiplier>0</iTradeMultiplier><br />
<iGreatWorkCulture>0</iGreatWorkCulture><br />
<iEspionagePoints>0</iEspionagePoints><br />
<TerrainImpassables/><br />
<FeatureImpassables/><br />
<TerrainPassableTechs/><br />
<FeaturePassableTechs/><br />
<iCombat>2</iCombat><br />
<iCombatLimit>100</iCombatLimit><br />
<iAirCombat>0</iAirCombat><br />
<iAirCombatLimit>0</iAirCombatLimit><br />
<iXPValueAttack>4</iXPValueAttack><br />
<iXPValueDefense>2</iXPValueDefense><br />
<iFirstStrikes>0</iFirstStrikes><br />
<iChanceFirstStrikes>0</iChanceFirstStrikes><br />
<iInterceptionProbability>0</iInterceptionProbability><br />
<iEvasionProbability>0</iEvasionProbability><br />
<iWithdrawalProb>0</iWithdrawalProb><br />
<iCollateralDamage>0</iCollateralDamage><br />
<iCollateralDamageLimit>0</iCollateralDamageLimit><br />
<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits><br />
<iCityAttack>0</iCityAttack><br />
<iCityDefense>0</iCityDefense><br />
<iAnimalCombat>0</iAnimalCombat><br />
<iHillsAttack>0</iHillsAttack><br />
<iHillsDefense>0</iHillsDefense><br />
<TerrainNatives><br />
<TerrainNative><br />
<TerrainType>TERRAIN_GRASS</TerrainType><br />
<bTerrainNative>1</bTerrainNative><br />
</TerrainNative><br />
<TerrainNative><br />
<TerrainType>TERRAIN_PLAINS</TerrainType><br />
<bTerrainNative>1</bTerrainNative><br />
</TerrainNative><br />
<TerrainNative><br />
<TerrainType>TERRAIN_DESERT</TerrainType><br />
<bTerrainNative>1</bTerrainNative><br />
</TerrainNative><br />
</TerrainNatives><br />
<FeatureNatives/><br />
<TerrainAttacks/><br />
<TerrainDefenses/><br />
<FeatureAttacks/><br />
<FeatureDefenses/><br />
<UnitClassAttackMods/><br />
<UnitClassDefenseMods/><br />
<UnitCombatMods/><br />
<UnitCombatCollateralImmunes/><br />
<DomainMods/><br />
<BonusProductionModifiers/><br />
<iBombRate>0</iBombRate><br />
<iBombardRate>0</iBombardRate><br />
<SpecialCargo>NONE</SpecialCargo><br />
<DomainCargo>NONE</DomainCargo><br />
<iCargo>0</iCargo><br />
<iConscription>0</iConscription><br />
<iCultureGarrison>0</iCultureGarrison><br />
<iExtraCost>0</iExtraCost><br />
<iAsset>0</iAsset><br />
<iPower>0</iPower><br />
<UnitMeshGroups><br />
<iGroupSize>3</iGroupSize><br />
<fMaxSpeed>1.75</fMaxSpeed><br />
<fPadTime>1</fPadTime><br />
<iMeleeWaveSize>3</iMeleeWaveSize><br />
<iRangedWaveSize>0</iRangedWaveSize><br />
<UnitMeshGroup><br />
<iRequired>3</iRequired><br />
<EarlyArtDefineTag>ART_DEF_UNIT_LION</EarlyArtDefineTag><br />
</UnitMeshGroup><br />
</UnitMeshGroups><br />
<FormationType>FORMATION_TYPE_ANIMAL</FormationType><br />
<HotKey/><br />
<bAltDown>0</bAltDown><br />
<bShiftDown>0</bShiftDown><br />
<bCtrlDown>0</bCtrlDown><br />
<iHotKeyPriority>0</iHotKeyPriority><br />
<FreePromotions/><br />
<LeaderPromotion>NONE</LeaderPromotion><br />
<iLeaderExperience>0</iLeaderExperience></div>Flying Pighttps://modiki.civfanatics.com/index.php?title=Talk:Civ4_XML_Reference&diff=55Talk:Civ4 XML Reference2009-05-09T13:52:10Z<p>Flying Pig: </p>
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<div>What is meant to go here? I see a lot of red links; what do you want on the other end? 10:50, --[[User:Flying Pig|Flying Pig]] 10:50, 9 May 2009 (UTC)<br />
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I'm wondering the same thing...I'd love to help get those red links changed to normal, but I'm not sure what to put...--<br />
[[User:CivRocks07|CivRocks07]] 9 May 2009 (UTC)<br />
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I think the plan is to explain the tags used on each page. So, for the Civ4UnitInfos page, explain what tags like "<bAnimal>" mean and what values they take (0 or 1). There is an incomplete wiki at another site you can use as a reference: http://civ4.wikidot.com/xml-files. In short, try to go line-by-line through a file (or at least one "section" of the file; for the units page, this would be all of the tags used for one unit which are then repeated) and break it down. [[User:Ginger Ale|Ginger Ale]] 11:23, 9 May 2009 (UTC)<br />
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Will do! --[[User:Flying Pig|Flying Pig]] 13:52, 9 May 2009 (UTC)</div>Flying Pighttps://modiki.civfanatics.com/index.php?title=User:Flying_Pig&diff=50User:Flying Pig2009-05-09T10:51:22Z<p>Flying Pig: Created page with 'I am Flying Pig off the main forum; same guy.'</p>
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<div>I am Flying Pig off the main forum; same guy.</div>Flying Pighttps://modiki.civfanatics.com/index.php?title=Talk:Civ4_XML_Reference&diff=49Talk:Civ4 XML Reference2009-05-09T10:50:48Z<p>Flying Pig: </p>
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<div>What is meant to go here? I see a lot of red links; what do you want on the other end? 10:50, --[[User:Flying Pig|Flying Pig]] 10:50, 9 May 2009 (UTC)</div>Flying Pighttps://modiki.civfanatics.com/index.php?title=Talk:Civ4_XML_Reference&diff=48Talk:Civ4 XML Reference2009-05-09T10:50:33Z<p>Flying Pig: </p>
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<div>What is meant to go here? I see a lot of red links; what do you want on the other end? 10:50, 9 May 2009 (UTC)</div>Flying Pighttps://modiki.civfanatics.com/index.php?title=Talk:Civ4_XML_Reference&diff=47Talk:Civ4 XML Reference2009-05-09T10:50:17Z<p>Flying Pig: </p>
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<div>What is meant to go here? I see a lot of red links; what do you want on the other end?</div>Flying Pighttps://modiki.civfanatics.com/index.php?title=Talk:Civ4_XML_Reference&diff=46Talk:Civ4 XML Reference2009-05-09T10:50:07Z<p>Flying Pig: Created page with 'What is meant to go here? I see a lot of red links; what do oyu want on the other end?'</p>
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<div>What is meant to go here? I see a lot of red links; what do oyu want on the other end?</div>Flying Pig